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* HarmfulHealing: The Occultist has a healing skill, called Wyrd Regeneration, that [[LuckBasedMission heals a random amount]] and has a chance of inflicting [[DamageOverTime Bleed]]. Depending on how much the RandomNumberGod hates you, this can result in a character getting healed for 1 point of damage and then immediately losing it on their next turn and then some later on, or alternatively, getting healed for about 10 HP and resisting the Bleed condition entirely. If the RNG is merciful, you can even get a 40-point critical heal, which will bring anyone back from the brink no problem. Worst possibility is, the action heals for 0 and makes the targeted hero on [[LastChanceHitPoint Death's Door]] bleed, killing them on the next turn.
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* InexplicableTreasureChests: Many curios hold treasures in the dungeons granted you use the good supply to guarantee the treasure. Some of these stashes include old tree stumps, corpses, or chariot full of rotting bodies.

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* InexplicableTreasureChests: Many In addition to ''actual'' treasure chests, many curios hold treasures in the dungeons granted provided you use the good right type of supply to guarantee the treasure. item when examining them. Some of these stashes include old tree stumps, corpses, or chariot wheelbarrows full of rotting bodies.
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* HeroicBSOD: When a hero's stress reaches capacity, his or her resolve is tested. One of two things may happen. One of them is becoming completely stressed out will cause a negative affliction that will cause extremely negative effecs towards the party and themselves. They can become abusive, suicidal, depressed and more.

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* HeroicBSOD: When a hero's stress reaches capacity, 100 for the first time in each quest, his or her resolve is tested. One of two things may happen. One of them is becoming completely stressed out will cause Failing that test results in a negative affliction on the hero that will cause causes extremely negative effecs effects towards the party and themselves. They can become Possible afflictions are paranoid, selfish, irrational, fearful, hopeless, abusive, suicidal, depressed and more.masochistic, each with their own unique negative effects. Afflictions can only be cured by using a stress relief activity in the Hamlet or by completely reducing the hero's stress to zero (which is possible, but very difficult, to do while still questing).
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* SanityMeter: Called 'Stress' in-game. Characters will suffer 'stress damage' from attacks, random events and so on. If their stress bar fills up their resolve is tested and they either [[HeroicBSOD break down]] (which can damage the sanity of other party members) or [[HeroicWillpower get motivated]] to kick more ass and inspire others. If it fills up ''again'', then they die of a heart attack. You can reduce stress by resting, scoring critical hits or (sometimes) killing enemies.

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* SanityMeter: Called 'Stress' in-game. Characters will suffer 'stress damage' from attacks, random events and so on. If their stress bar fills up their resolve is tested and they either [[HeroicBSOD break down]] (which can damage the sanity of other party members) or [[HeroicWillpower get motivated]] to kick more ass and inspire others. If it fills up ''again'', then they die of a heart attack. You Stress is lowered gradually over time when heroes are inactive in the hamlet, and can reduce be healed in larger amounts by paying for activities at the Abbey and Tavern. Reducing stress in the middle of a dungeon is trickier, but it can be done with many classes' camping skills, certain classes' combat skills, or by resting, scoring critical hits or (sometimes) killing enemies.heals.
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Visit their website [[http://www.darkestdungeon.com/ here.]] On February 3, 2015, the Steam version was released as an Early Access title. The game was fully released on January 19, 2016 for Microsoft Windows and OS X computers, with a Linux release on April 26th, 2016, and a release for UsefulNotes/PlayStation4 and UsefulNotes/PlayStationVita consoles on September 27th, 2016. A paid DLC expansion named ''The Crimson Court'' was released on June 19th, 2017 for computers, and on August 22nd, 2017 for consoles. The [=iPad=] version was released on August 24th, 2017, and ''The Crimson Court'' is scheduled to be released later this year. A UsefulNotes/NintendoSwitch version was released on January 18th, 2018.

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Visit their website [[http://www.darkestdungeon.com/ here.]] On February 3, 2015, the Steam version was released as an Early Access title. The game was fully released on January 19, 2016 for Microsoft Windows and OS X computers, with a Linux release on April 26th, 2016, and a release for UsefulNotes/PlayStation4 and UsefulNotes/PlayStationVita consoles on September 27th, 2016. A paid DLC expansion named ''The Crimson Court'' was released on June 19th, 2017 for computers, and on August 22nd, 2017 for consoles. A second DLC named ''The Color of Madness'' is set to be released in Spring 2018. The [=iPad=] version was released on August 24th, 2017, and ''The Crimson Court'' is scheduled to be released later this year. A UsefulNotes/NintendoSwitch version was released on January 18th, 2018.
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Visit their website [[http://www.darkestdungeon.com/ here.]] On February 3, 2015, the Steam version was released as an Early Access title. The game was fully released on January 19, 2016 for Microsoft Windows and OS X computers, with a Linux release on April 26th, 2016, and a release for UsefulNotes/PlayStation4 and UsefulNotes/PlayStationVita consoles on September 27th, 2016. A paid DLC expansion named ''The Crimson Court'' was released on June 19th, 2017 for computers, and on August 22nd, 2017 for consoles. The [=iPad=] version was released on August 24th, 2017, and ''The Crimson Court'' is scheduled to be released later this year. A UsefulNotes/NintendoSwitch version is set for release on January 18th 2018.

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Visit their website [[http://www.darkestdungeon.com/ here.]] On February 3, 2015, the Steam version was released as an Early Access title. The game was fully released on January 19, 2016 for Microsoft Windows and OS X computers, with a Linux release on April 26th, 2016, and a release for UsefulNotes/PlayStation4 and UsefulNotes/PlayStationVita consoles on September 27th, 2016. A paid DLC expansion named ''The Crimson Court'' was released on June 19th, 2017 for computers, and on August 22nd, 2017 for consoles. The [=iPad=] version was released on August 24th, 2017, and ''The Crimson Court'' is scheduled to be released later this year. A UsefulNotes/NintendoSwitch version is set for release was released on January 18th 18th, 2018.
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** The attacks and behavior of the bosses can be this, particular when they are compared to one another. For example, against the Brigand Pounder, you always want to target the Matchman first. Knowing this, and facing the Swine Prince for the first time, you might think you should take out the little one marking all your heroes before going after the big guy. DON'T.
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Visit their website [[http://www.darkestdungeon.com/ here.]] On February 3, 2015, the Steam version was released as an Early Access title. The game was fully released on January 19, 2016 for Microsoft Windows and OS X computers, with a Linux release on April 26th, 2016, and a release for UsefulNotes/PlayStation4 and UsefulNotes/PlayStationVita consoles on September 27th, 2016. A paid DLC expansion named ''The Crimson Court'' was released on June 19th, 2017 for computers, and on August 22nd, 2017 for consoles. The [=iPad=] version was released on August 24th, 2017, and ''The Crimson Court'' is scheduled to be released later this year. A UsefulNotes/NintendoSwitch version is in development.

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Visit their website [[http://www.darkestdungeon.com/ here.]] On February 3, 2015, the Steam version was released as an Early Access title. The game was fully released on January 19, 2016 for Microsoft Windows and OS X computers, with a Linux release on April 26th, 2016, and a release for UsefulNotes/PlayStation4 and UsefulNotes/PlayStationVita consoles on September 27th, 2016. A paid DLC expansion named ''The Crimson Court'' was released on June 19th, 2017 for computers, and on August 22nd, 2017 for consoles. The [=iPad=] version was released on August 24th, 2017, and ''The Crimson Court'' is scheduled to be released later this year. A UsefulNotes/NintendoSwitch version is in development.
set for release on January 18th 2018.
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** The "Never Go Back" trait is either this trope or BlessedWithSuck, depending on the player. [[spoiler:All heroes who have successfully completed (not attempted, for whatever reason) a mission in the Darkest Dungeon will refuse to ever go back and will no longer count as part of the roster. These heroes are to grind money in high level dungeons to help foster their replacements up to level 6. You can have a roster size of ''thirty nine mercenaries,'' but you still must invest the time and gold into shaping up the replacement heroes to send into the final dungeon.]]

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** The "Never Go Back" Again" trait is either this trope or BlessedWithSuck, depending on the player. [[spoiler:All heroes who have successfully completed (not attempted, for whatever reason) a mission in the Darkest Dungeon will refuse to ever go back and will no longer count as part of the roster. These heroes are to grind money in high level dungeons to help foster their replacements up to level 6. You can have a roster size of ''thirty nine mercenaries,'' but you still must invest the time and gold into shaping up the replacement heroes to send into the final dungeon.]]
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* AllDeathsFinal: There's no resurrection magic save for a very rare town event that revives one dead character. If your favorite hero that you've invested lots of money in dies, that's it. To somewhat compensate, reaching zero HitPoints doesn't result in instant death or even a knockout--the character is still awake and functional, but at their [[LastChanceHitPoint Death's Door]], where any subsequent damage may kill them. Healing even a single hit point removes the danger (but it leaves a severe debuff in turn that can only be healed by certain campfire skills), but having a heart attack will automatically bump them down to Death's Door, and a heart attack while on death's door is 100% fatal.

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* AllDeathsFinal: There's no resurrection magic save for a very rare town event that revives one dead character. If your favorite hero that you've invested lots of money in dies, that's it. To somewhat compensate, reaching zero HitPoints doesn't result in instant death or even a knockout--the knockout—the character is still awake and functional, but at their [[LastChanceHitPoint Death's Door]], where any subsequent damage may kill them. Healing even a single hit point removes the danger (but it leaves a severe debuff in turn that can only be healed by certain campfire skills), but having a heart attack will automatically bump them down to Death's Door, and a heart attack while on death's door is 100% fatal.



** Each character has one sprite showing them sitting by the campfire, slightly from the side. To create an illusion that characters are sitting in a circle, sprites on the right side of the campfire are mirrored. It's usually very hard to actually notice, since the characters are resting and seldom doing something that would ex. show them using their dominant hands, but it does become slightly eerie when you have two characters of the same class sitting opposite on the opposite sides--they'll appear as perfect mirrors of each other. And it's glaringly obvious in case of man-at-arms, since his eyepatch switches eyes.

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** Each character has one sprite showing them sitting by the campfire, slightly from the side. To create an illusion that characters are sitting in a circle, sprites on the right side of the campfire are mirrored. It's usually very hard to actually notice, since the characters are resting and seldom doing something that would ex. show them using their dominant hands, but it does become slightly eerie when you have two characters of the same class sitting opposite on the opposite sides--they'll sides—they'll appear as perfect mirrors of each other. And it's glaringly obvious in case of man-at-arms, since his eyepatch switches eyes.



** [[spoiler: However, the mere existence of the Transcendent Terror and its one line, "Time--an endless cycle! Ia! Iaaa!" doesn't paint anything optimistic whatsoever, especially since at one point it could only be accessed by beating the game once.]]

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** [[spoiler: However, the mere existence of the Transcendent Terror and its one line, "Time--an "Time—an endless cycle! Ia! Iaaa!" doesn't paint anything optimistic whatsoever, especially since at one point it could only be accessed by beating the game once.]]



** Dungeons have three different difficulty levels (1, 3, and 5), which correspond roughly to a difficulty intended to match the stats of a party of the same average level. To avoid the player gaining easy experience, estate items, and money by farming over and over low level dungeons with an overpowered party, a level 3[=/=]4 hero will refuse venturing inside a level 1 dungeon, and a level 5[=/=]6 will only accept entering a level 5 dungeon. This can cause serious problems if the early dungeon bosses are not killed in a reasonable timeframe--if all your heroes are level 3 or above and you don't have any space in your roster, the only way to progress in the game is to dismiss some of your higher-level characters so you can recruit more cannon fodder to try and do it before they too outlevel the boss! The only ways around this are playing on Radiant mode, which allows heroes up to level 4 to enter Apprentice level expeditions and anyone of any level to go on a Veteran level mission, and the Helping Hand town event that completely removes level restrictions for one dungeon foray.

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** Dungeons have three different difficulty levels (1, 3, and 5), which correspond roughly to a difficulty intended to match the stats of a party of the same average level. To avoid the player gaining easy experience, estate items, and money by farming over and over low level dungeons with an overpowered party, a level 3[=/=]4 hero will refuse venturing inside a level 1 dungeon, and a level 5[=/=]6 will only accept entering a level 5 dungeon. This can cause serious problems if the early dungeon bosses are not killed in a reasonable timeframe--if timeframe—if all your heroes are level 3 or above and you don't have any space in your roster, the only way to progress in the game is to dismiss some of your higher-level characters so you can recruit more cannon fodder to try and do it before they too outlevel the boss! The only ways around this are playing on Radiant mode, which allows heroes up to level 4 to enter Apprentice level expeditions and anyone of any level to go on a Veteran level mission, and the Helping Hand town event that completely removes level restrictions for one dungeon foray.



** Rabies is an obtainable Quirk. It is randomly contracted when being hit by a rabid dog, its effect (more damage inflicted, lower accuracy rating) are shown immediately, and it won't kill the character by itself, no matter how long it stays uncured, but can be cured anytime. In real life, rabies manifests itself several weeks after receiving an infected wound (the virus must reach the brain after travelling along the nerves), doesn't necessarily turn you into a berserker, kills you after a couple of weeks, and can't be cured when the symptoms have appeared. [[note]]Technically, there is a treatment but it requires a medically induced coma and being pumped full of psychoactive drugs, since the damage caused by the disease is thought to be due to abnormal brain activity--so just make it inactive in the infected areas. However, the survival rate is fairly low and side effects include having to relearn to walk and balance.[[/note]] Also, none of the diseases progress (your character is either infected or not and remaining infected for weeks at a time has no additional effect) and none are contagious.

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** Rabies is an obtainable Quirk. It is randomly contracted when being hit by a rabid dog, its effect (more damage inflicted, lower accuracy rating) are shown immediately, and it won't kill the character by itself, no matter how long it stays uncured, but can be cured anytime. In real life, rabies manifests itself several weeks after receiving an infected wound (the virus must reach the brain after travelling along the nerves), doesn't necessarily turn you into a berserker, kills you after a couple of weeks, and can't be cured when the symptoms have appeared. [[note]]Technically, there is a treatment but it requires a medically induced coma and being pumped full of psychoactive drugs, since the damage caused by the disease is thought to be due to abnormal brain activity--so activity—so just make it inactive in the infected areas. However, the survival rate is fairly low and side effects include having to relearn to walk and balance.[[/note]] Also, none of the diseases progress (your character is either infected or not and remaining infected for weeks at a time has no additional effect) and none are contagious.



* BedlamHouse: SubvertedTrope--one of the nine buildings in the hamlet is a Sanitarium, where you can spend a week and a big chunk of gold getting rid of diseases and personality quirks. Despite a few dialogue lines of a bit of a fearful nature from looking at what it has in store for them, heroes that get sent there will simply lose the targeted quirk/disease as advertised. The quirk and disease treatment were later separated into two different wards in an update. The medical ward isn't even regarded with the slightest bit of fear (apart from the hero's somewhat dark joke about putting faith in gnarled, warty hands).

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* BedlamHouse: SubvertedTrope--one SubvertedTrope—one of the nine buildings in the hamlet is a Sanitarium, where you can spend a week and a big chunk of gold getting rid of diseases and personality quirks. Despite a few dialogue lines of a bit of a fearful nature from looking at what it has in store for them, heroes that get sent there will simply lose the targeted quirk/disease as advertised. The quirk and disease treatment were later separated into two different wards in an update. The medical ward isn't even regarded with the slightest bit of fear (apart from the hero's somewhat dark joke about putting faith in gnarled, warty hands).



** The Shambler's attacks deal very little damage--but they all target the whole party and afflict them with very high levels of blight, bleed, and stress, which stack very quickly.
** It also summons minions, which start very fragile and weak--but get stronger with each turn. If you decide to ignore them and go after the boss, you'll soon find they're one-shotting your characters, while you can barely scratch them.

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** The Shambler's attacks deal very little damage--but damage—but they all target the whole party and afflict them with very high levels of blight, bleed, and stress, which stack very quickly.
** It also summons minions, which start very fragile and weak--but weak, but get stronger with each turn. If you decide to ignore them and go after the boss, you'll soon find they're one-shotting your characters, while you can barely scratch them.



* CannonFodder: The level 0 heroes that arrive on the stagecoach every week can be this if you wish--you can send them in with no supplies, training, or equipment upgrades just to grab as much loot as they can before fleeing. Even if they succeed in a mission, chances are they'll be so stressed and psychologically damaged it's better to just dismiss them and recruit a new set than treat them afterwards.

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* CannonFodder: The level 0 heroes that arrive on the stagecoach every week can be this if you wish--you wish—you can send them in with no supplies, training, or equipment upgrades just to grab as much loot as they can before fleeing. Even if they succeed in a mission, chances are they'll be so stressed and psychologically damaged it's better to just dismiss them and recruit a new set than treat them afterwards.



* CherryTapping: Prior to the Fiends and Frenzy update, every offensive action, even debuffs, do at least 1 damage. So if a creature (or one of your heroes) is at one hitpoint or less, you can kill someone by having the Hellion shout at them, for example. Egregious with [[PigMan Wilbur]], who can stunlock--and potentially ''kill''--your party just ''by squealing at them''!

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* CherryTapping: Prior to the Fiends and Frenzy update, every offensive action, even debuffs, do at least 1 damage. So if a creature (or one of your heroes) is at one hitpoint or less, you can kill someone by having the Hellion shout at them, for example. Egregious with [[PigMan Wilbur]], who can stunlock--and stunlock—and potentially ''kill''--your ''kill''—your party just ''by squealing at them''!



* CombatExclusiveHealing: Healing abilities don't cost anything but the turn your healer spends performing them, but the only ways to restore HP out of battle are food (which restores very little and won't count for staving off hunger if you don't eat it while already hungry) and camping. Dragging the encounter out to heal is risky--after a certain point, the party will start taking stress damage (saying "Let's finish this rabble already!") or the foe may receive reinforcements, even a single weak enemy can get lucky crits in (causing more stress), and characters have to do something each round (even if only switching position) to avoid a stress hit--but if you have a lot of healing/destressing abilities and a pair of weak enemies, it can be worth the risk.

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* CombatExclusiveHealing: Healing abilities don't cost anything but the turn your healer spends performing them, but the only ways to restore HP out of battle are food (which restores very little and won't count for staving off hunger if you don't eat it while already hungry) and camping. Dragging the encounter out to heal is risky--after risky—after a certain point, the party will start taking stress damage (saying "Let's finish this rabble already!") or the foe may receive reinforcements, even a single weak enemy can get lucky crits in (causing more stress), and characters have to do something each round (even if only switching position) to avoid a stress hit--but hit—but if you have a lot of healing/destressing abilities and a pair of weak enemies, it can be worth the risk.



* CriticalExistenceFailure: AvertedTrope once a hero hits 0 health and is at Death's Door--they aren't dead ''yet'' (and in fact can potentially survive several more hits if the RandomNumberGod smiles upon you), but they'll have a significant stat penalty.
* CriticalHit: A ''very'' big mechanic in this game--in addition to doing more damage from them and generally messing with the statistic as is fairly normal for RPG games, critical hits from the players' characters can reduce the party's stress while enemies doing critical hits are also liable to cause stress to them. Causing more critical hits is also a redeeming factor to letting the light get lower (which makes monsters become stronger) in addition to finding more loot. After the Fiends and Frenzy update, even healing skills can crit, and in their case, the targeted hero gets 4 stress relieved (enemies can crit-heal too, but they only benefit from the increased health gain).

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* CriticalExistenceFailure: AvertedTrope once a hero hits 0 health and is at Death's Door--they Door—they aren't dead ''yet'' (and in fact can potentially survive several more hits if the RandomNumberGod smiles upon you), but they'll have a significant stat penalty.
* CriticalHit: A ''very'' big mechanic in this game--in game—in addition to doing more damage from them and generally messing with the statistic as is fairly normal for RPG games, damage, critical hits from by the players' player characters can reduce the party's stress stress, while enemies doing critical hits are also liable to cause stress to them. from enemies can ''cause'' stress. Causing more critical hits is also a redeeming factor to an upside of letting the light torchlight get lower (which makes monsters become stronger) in addition to finding more loot. After the Fiends and Frenzy update, even healing skills can crit, and in their case, the targeted hero gets 4 stress relieved (enemies can crit-heal too, but they only benefit from the increased health gain).



* DarkIsEvil: Used for a gameplay mechanic for venturing deeper into the dungeons--better loot is found as your party trudges lower... while their torch struggles more and more to actually provide light. As the light gets lower, monsters get faster, hit harder, and are more likely to surprise the characters and less likely to be surprised themselves, and characters will get more stressed.

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* DarkIsEvil: Used for a gameplay mechanic for venturing deeper into the dungeons--better dungeons—better loot is found as your party trudges lower... while their torch struggles more and more to actually provide light. As the light gets lower, monsters get faster, hit harder, and are more likely to surprise the characters and less likely to be surprised themselves, and characters will get more stressed.



** If a hero breaks under the strain, very often their reactions cause stress in their companions, who can then break, in turn causing more stress--you can end up with all four of your heroes severely compromised by afflictions.

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** If a hero breaks under the strain, very often their reactions cause stress in their companions, who can then break, in turn causing more stress--you stress—you can end up with all four of your heroes severely compromised by afflictions.



** The first loot chest you encounter (during the tutorial) is always booby trapped and, unless a defeated bandit just ''happened'' to drop a key (extremely unlikely), there's no way to safely open it--a very pointed lesson that this game is not generous to you at all.

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** The first loot chest you encounter (during the tutorial) is always booby trapped and, unless a defeated bandit just ''happened'' to drop a key (extremely unlikely), there's no way to safely open it--a it—a very pointed lesson that this game is not generous to you at all.



* FaceDeathWithDignity: Some of the classes--most notably the Man-at-Arms, Occultist, and Leper--are very accepting of [[spoiler:being utterly destroyed by the Final Boss' one-hit-kill]]. Others, not so much.

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* FaceDeathWithDignity: Some of the classes--most classes—most notably the Man-at-Arms, Occultist, and Leper--are Leper—are very accepting of [[spoiler:being utterly destroyed by the Final Boss' one-hit-kill]]. Others, not so much.



* FinalDeath: If a hero dies, [[KilledOffForReal they STAY dead.]] There is a rare town event that can bring back ONE fallen hero, but they are raised with an affliction and NO skills--they have to be rebought from the ground up.

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* FinalDeath: If a hero dies, [[KilledOffForReal they STAY dead.]] There is a rare town event that can bring back ONE fallen hero, but they are raised with an affliction and NO skills--they skills—they have to be rebought from the ground up.



*** Somehow it's easier to find more stuff when the characters can barely see what's in front of them. One of {{The Narrator}}'s quotes seems to HandWave it by saying that it's easier to notice glinting gold--but nothing would glint in complete darkness.
*** Conversely, it's easier to surprise enemies if you carry a blazing light with you--even if normally it would make you visible from a much larger distance while crippling your ability to see anything beyond the illuminated area.

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*** Somehow it's easier to find more stuff when the characters can barely see what's in front of them. One of {{The Narrator}}'s quotes seems to HandWave it by saying that it's easier to notice glinting gold--but gold—but nothing would glint in complete darkness.
*** Conversely, it's easier to surprise enemies if you carry a blazing light with you--even you—even if normally it would make you visible from a much larger distance while crippling your ability to see anything beyond the illuminated area.



* GoMadFromTheRevelation: Tomes, artifacts, and occult scrawlings occasionally impart knowledge of ThingsManWasNotMeantToKnow to the character that interacts with them, increasing their stress and bestowing potentially harmful quirks. The "Prophet" boss also has this in his back story--the Ancestor showed him what lay beneath the manor and his intentions, driving him mad.

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* GoMadFromTheRevelation: Tomes, artifacts, and occult scrawlings occasionally impart knowledge of ThingsManWasNotMeantToKnow to the character that interacts with them, increasing their stress and bestowing potentially harmful quirks. The "Prophet" boss also has this in his back story--the backstory—the Ancestor showed him what lay beneath the manor and his intentions, driving him mad.



* MeaningfulName: One of the two starting characters is a Highwayman named Dismas. This is the traditional name of the "Penitent Thief" from [[UsefulNotes/{{Christianity}} Christian]] mythology who was crucified alongside Jesus. The other character is a crusader named Reynauld--this is most likely a reference to Raynald of Châtillon, a controversial crusader knight who was eventually executed by Saladin himself. The fact that both historical characters met untimely ends is of course [[BlatantLies purely coincidental...]]

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* MeaningfulName: One of the two starting characters is a Highwayman named Dismas. This is the traditional name of the "Penitent Thief" from [[UsefulNotes/{{Christianity}} Christian]] mythology who was crucified alongside Jesus. The other character is a crusader named Reynauld--this Reynauld—this is most likely a reference to Raynald of Châtillon, a controversial crusader knight who was eventually executed by Saladin himself. The fact that both historical characters met untimely ends is of course [[BlatantLies purely coincidental...]]



* OneHitPolykill: There are several abilities that can hit several mooks[=/=]heroes at the same time, like the Highwayman's Grape Shot Blast (a gunshot which scatters through up to three enemies in the front); targeting a group of very weakened enemies with one of those attacks can have interesting results. Conversely there are many enemy attacks that can hit multiple characters at once--if you have more than one at Death's Door, you could lose them all.

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* OneHitPolykill: There are several abilities that can hit several mooks[=/=]heroes at the same time, like the Highwayman's Grape Shot Blast (a gunshot which scatters through up to three enemies in the front); targeting a group of very weakened enemies with one of those attacks can have interesting results. Conversely there are many enemy attacks that can hit multiple characters at once--if once—if you have more than one at Death's Door, you could lose them all.



* [[RuinsForRuinsSAke Ruins for Ruins' Sake]]: The Cove shelters the ruins of former huge buildings, but why they are here isn't explained.

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* [[RuinsForRuinsSAke [[RuinsForRuinsSake Ruins for Ruins' Sake]]: The Cove shelters the ruins of former huge buildings, but why they are here isn't explained.



--> "[[spoiler:Time--an endless cycle.]] [[Franchise/CthulhuMythos Ia Iaaaa!]]"

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--> "[[spoiler:Time--an "[[spoiler:Time—an endless cycle.]] [[Franchise/CthulhuMythos Ia Iaaaa!]]"



** Subverted in the [[spoiler:Swine Prince]] fight. When the battle starts, you're pitted against two enemies--[[spoiler:The Swine Prince himself,]] who does 99% of the fighting; [[spoiler:and Wilbur]], who will sit in the back, mark your characters, and cause them to take extra damage from [[spoiler:the Swine Prince]]'s attacks. [[spoiler:Wilbur]] is by far the easier of the two to kill, but if you do, [[spoiler:the Swine Prince]] will get [[BerserkButton a little annoyed]] and start pummeling you with a much more dangerous attack that hits ''every charater, every turn.''

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** Subverted in the [[spoiler:Swine Prince]] fight. When the battle starts, you're pitted against two enemies--[[spoiler:The enemies: [[spoiler:The Swine Prince himself,]] who does 99% of the fighting; [[spoiler:and Wilbur]], who will sit in the back, mark your characters, and cause them to take extra damage from [[spoiler:the Swine Prince]]'s attacks. [[spoiler:Wilbur]] is by far the easier of the two to kill, but if you do, [[spoiler:the Swine Prince]] will get [[BerserkButton a little annoyed]] and start pummeling you with a much more dangerous attack that hits ''every charater, every turn.''



* WeaponsKitchenSink: The adventurers have equipment spanning centuries--from full plate armour and longswords to duster coats and flintlocks, Renaissance garb and gas grenades to furs and a glaive.

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* WeaponsKitchenSink: The adventurers have equipment spanning centuries--from centuries: from full plate armour and longswords to duster coats and flintlocks, Renaissance garb and gas grenades to furs and a glaive.



* WizardNeedsFoodBadly: At some point during the dungeon run, your party may feel hungry. You can then choose to either eat, which restores health and consumes food as usual, or let your characters starve and take a severe hit to their hit points and stats, which is what will happen if your food supplies run out. This can be very frustrating as it appears to be randomly triggered rather than on a time basis--it's entirely possible to do two similar length missions--one where the party never gets hungry and another where they want three meals making it hard to judge how much food to carry. You can also manually feed your characters food to recover health. However the game does not take this into account when deciding your characters want a meal, meaning its possible to feed a character your last food to save them only for the game to ''immediately'' declare the party is hungry and you not having food to comply.

to:

* WizardNeedsFoodBadly: At some point during the dungeon run, your party may feel hungry. You can then choose to either eat, which restores health and consumes food as usual, or let your characters starve and take a severe hit to their hit points and stats, which is what will happen if your food supplies run out. This can be very frustrating as it appears to be randomly triggered rather than on a time basis--it's timed. It's entirely possible to do two similar length missions--one similar-length missions: one where the party never gets hungry hungry, and another where they want three meals meals, making it hard to judge how much food to carry. You can also manually feed your characters food to recover health. However However, the game does not take this into account when deciding your characters want a meal, meaning its it's possible to feed a character your last food to save them only for the game to ''immediately'' declare the party is hungry and you not having food to comply.



* HorrorHunger: Heroes affected by the Crimson Curse will thirst for The Blood like they hunger for food. As their cravings mount, they may become increasingly erratic--to the point of potentially attacking their allies. Actually consuming The Blood sends them into "Bloodlust", a temporary affliction-like state unrelated to stress that'll make them act erratically in exchange for a number of buffs.

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* HorrorHunger: Heroes affected by the Crimson Curse will thirst for The Blood like they hunger for food. As their cravings mount, they may become increasingly erratic--to erratic, to the point of potentially attacking their allies. Actually consuming The Blood sends them into "Bloodlust", a temporary affliction-like state unrelated to stress that'll make them act erratically in exchange for a number of buffs.
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None


* RuinsForRuinsSAke: The Cove shelters the ruins of former huge buildings, but why they are here isn't explained.

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* RuinsForRuinsSAke: [[RuinsForRuinsSAke Ruins for Ruins' Sake]]: The Cove shelters the ruins of former huge buildings, but why they are here isn't explained.
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Minor corrections, mostly to punctuation, for improved clarity and consistency.





!!''Darkest Dungeon'' provides examples of:

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!!''Darkest !! ''Darkest Dungeon'' provides contains examples of:



* AllDeathsFinal: There's no resurrection magic save for a very rare town event that revives one dead character. If your favorite hero that you've invested lots of money in dies, that's it. To somewhat compensate, reaching zero HitPoints doesn't result in instant death or even a knockout -- the character is still awake and functional, but at their [[LastChanceHitPoint Death's Door]], where any subsequent damage may kill them. Healing even a single hit point removes the danger (but it leaves a severe debuff in turn that can only be healed by certain campfire skills), but having a heart attack will automatically bump them down to Death's Door, and a heart attack while on death's door is 100% fatal.

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* AllDeathsFinal: There's no resurrection magic save for a very rare town event that revives one dead character. If your favorite hero that you've invested lots of money in dies, that's it. To somewhat compensate, reaching zero HitPoints doesn't result in instant death or even a knockout -- the knockout--the character is still awake and functional, but at their [[LastChanceHitPoint Death's Door]], where any subsequent damage may kill them. Healing even a single hit point removes the danger (but it leaves a severe debuff in turn that can only be healed by certain campfire skills), but having a heart attack will automatically bump them down to Death's Door, and a heart attack while on death's door is 100% fatal.



** Each character has one sprite showing them sitting by the campfire, slightly from the side. To create an illusion that characters are sitting in a circle, sprites on the right side of the campfire are mirrored. It's usually very hard to actually notice, since the characters are resting and seldom doing something that would ex. show them using their dominant hands, but it does become slightly eerie when you have two characters of the same class sitting opposite on the opposite sides -- they'll appear as perfect mirrors of each other. And it's glaringly obvious in case of man-at-arms, since his eyepatch switches eyes.

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** Each character has one sprite showing them sitting by the campfire, slightly from the side. To create an illusion that characters are sitting in a circle, sprites on the right side of the campfire are mirrored. It's usually very hard to actually notice, since the characters are resting and seldom doing something that would ex. show them using their dominant hands, but it does become slightly eerie when you have two characters of the same class sitting opposite on the opposite sides -- they'll sides--they'll appear as perfect mirrors of each other. And it's glaringly obvious in case of man-at-arms, since his eyepatch switches eyes.



** [[spoiler: However, the mere existence of the Transcendent Terror and its one line, "Time - an endless cycle! Ia! Iaaa!" doesn't paint anything optimistic whatsoever, especially since at one point it could only be accessed by beating the game once.]]

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** [[spoiler: However, the mere existence of the Transcendent Terror and its one line, "Time - an "Time--an endless cycle! Ia! Iaaa!" doesn't paint anything optimistic whatsoever, especially since at one point it could only be accessed by beating the game once.]]



** Dungeons have three different difficulty levels (1, 3, and 5), which correspond roughly to a difficulty intended to match the stats of a party of the same average level. To avoid the player gaining easy experience, estate items, and money by farming over and over low level dungeons with an overpowered party, a level 3[=/=]4 hero will refuse venturing inside a level 1 dungeon, and a level 5[=/=]6 will only accept entering a level 5 dungeon. This can cause serious problems if the early dungeon bosses are not killed in a reasonable timeframe -- if all your heroes are level 3 or above and you don't have any space in your roster, the only way to progress in the game is to dismiss some of your higher-level characters so you can recruit more cannon fodder to try and do it before they too outlevel the boss! The only ways around this are playing on Radiant mode, which allows heroes up to level 4 to enter Apprentice level expeditions and anyone of any level to go on a Veteran level mission, and the Helping Hand town event that completely removes level restrictions for one dungeon foray.

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** Dungeons have three different difficulty levels (1, 3, and 5), which correspond roughly to a difficulty intended to match the stats of a party of the same average level. To avoid the player gaining easy experience, estate items, and money by farming over and over low level dungeons with an overpowered party, a level 3[=/=]4 hero will refuse venturing inside a level 1 dungeon, and a level 5[=/=]6 will only accept entering a level 5 dungeon. This can cause serious problems if the early dungeon bosses are not killed in a reasonable timeframe -- if timeframe--if all your heroes are level 3 or above and you don't have any space in your roster, the only way to progress in the game is to dismiss some of your higher-level characters so you can recruit more cannon fodder to try and do it before they too outlevel the boss! The only ways around this are playing on Radiant mode, which allows heroes up to level 4 to enter Apprentice level expeditions and anyone of any level to go on a Veteran level mission, and the Helping Hand town event that completely removes level restrictions for one dungeon foray.



** Rabies is an obtainable Quirk. It is randomly contracted when being hit by a rabid dog, its effect (more damage inflicted, lower accuracy rating) are shown immediately, and it won't kill the character by itself, no matter how long it stays uncured, but can be cured anytime. In real life, rabies manifests itself several weeks after receiving an infected wound (the virus must reach the brain after travelling along the nerves), doesn't necessarily turn you into a berserker, kills you after a couple of weeks, and can't be cured when the symptoms have appeared. [[note]]Technically, there is a treatment but it requires a medically induced coma and being pumped full of psychoactive drugs, since the damage caused by the disease is thought to be due to abnormal brain activity -- so just make it inactive in the infected areas. However, the survival rate is fairly low and side effects include having to relearn to walk and balance.[[/note]] Also, none of the diseases progress (your character is either infected or not and remaining infected for weeks at a time has no additional effect) and none are contagious.

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** Rabies is an obtainable Quirk. It is randomly contracted when being hit by a rabid dog, its effect (more damage inflicted, lower accuracy rating) are shown immediately, and it won't kill the character by itself, no matter how long it stays uncured, but can be cured anytime. In real life, rabies manifests itself several weeks after receiving an infected wound (the virus must reach the brain after travelling along the nerves), doesn't necessarily turn you into a berserker, kills you after a couple of weeks, and can't be cured when the symptoms have appeared. [[note]]Technically, there is a treatment but it requires a medically induced coma and being pumped full of psychoactive drugs, since the damage caused by the disease is thought to be due to abnormal brain activity -- so activity--so just make it inactive in the infected areas. However, the survival rate is fairly low and side effects include having to relearn to walk and balance.[[/note]] Also, none of the diseases progress (your character is either infected or not and remaining infected for weeks at a time has no additional effect) and none are contagious.



* BedlamHouse: SubvertedTrope -- one of the nine buildings in the hamlet is a Sanitarium, where you can spend a week and a big chunk of gold getting rid of diseases and personality quirks. Despite a few dialogue lines of a bit of a fearful nature from looking at what it has in store for them, heroes that get sent there will simply lose the targeted quirk/disease as advertised. The quirk and disease treatment were later separated into two different wards in an update. The medical ward isn't even regarded with the slightest bit of fear (apart from the hero's somewhat dark joke about putting faith in gnarled, warty hands).

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* BedlamHouse: SubvertedTrope -- one SubvertedTrope--one of the nine buildings in the hamlet is a Sanitarium, where you can spend a week and a big chunk of gold getting rid of diseases and personality quirks. Despite a few dialogue lines of a bit of a fearful nature from looking at what it has in store for them, heroes that get sent there will simply lose the targeted quirk/disease as advertised. The quirk and disease treatment were later separated into two different wards in an update. The medical ward isn't even regarded with the slightest bit of fear (apart from the hero's somewhat dark joke about putting faith in gnarled, warty hands).



** The Shambler's attacks deal very little damage -- but they all target the whole party and afflict them with very high levels of blight, bleed, and stress, which stack very quickly.
** It also summons minions, which start very fragile and weak -- but get stronger with each turn. If you decide to ignore them and go after the boss, you'll soon find they're one-shotting your characters, while you can barely scratch them.

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** The Shambler's attacks deal very little damage -- but damage--but they all target the whole party and afflict them with very high levels of blight, bleed, and stress, which stack very quickly.
** It also summons minions, which start very fragile and weak -- but weak--but get stronger with each turn. If you decide to ignore them and go after the boss, you'll soon find they're one-shotting your characters, while you can barely scratch them.



* CannonFodder: The level 0 heroes that arrive on the stagecoach every week can be this if you wish -- you can send them in with no supplies, training, or equipment upgrades just to grab as much loot as they can before fleeing. Even if they succeed in a mission, chances are they'll be so stressed and psychologically damaged it's better to just dismiss them and recruit a new set than treat them afterwards.

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* CannonFodder: The level 0 heroes that arrive on the stagecoach every week can be this if you wish -- you wish--you can send them in with no supplies, training, or equipment upgrades just to grab as much loot as they can before fleeing. Even if they succeed in a mission, chances are they'll be so stressed and psychologically damaged it's better to just dismiss them and recruit a new set than treat them afterwards.



* CherryTapping: Prior to the Fiends and Frenzy update, every offensive action, even debuffs, do at least 1 damage. So if a creature (or one of your heroes) is at one hitpoint or less, you can kill someone by having the Hellion shout at them, for example. Egregious with [[PigMan Wilbur]], who can stunlock -- and potentially ''kill'' -- your party just ''by squealing at them''!

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* CherryTapping: Prior to the Fiends and Frenzy update, every offensive action, even debuffs, do at least 1 damage. So if a creature (or one of your heroes) is at one hitpoint or less, you can kill someone by having the Hellion shout at them, for example. Egregious with [[PigMan Wilbur]], who can stunlock -- and stunlock--and potentially ''kill'' -- your ''kill''--your party just ''by squealing at them''!



* CombatExclusiveHealing: Healing abilities don't cost anything but the turn your healer spends performing them, but the only ways to restore HP out of battle are food (which restores very little and won't count for staving off hunger if you don't eat it while already hungry) and camping. Dragging the encounter out to heal is risky -- after a certain point, the party will start taking stress damage (saying "Let's finish this rabble already!") or the foe may receive reinforcements, even a single weak enemy can get lucky crits in (causing more stress), and characters have to do something each round (even if only switching position) to avoid a stress hit -- but if you have a lot of healing/destressing abilities and a pair of weak enemies, it can be worth the risk.

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* CombatExclusiveHealing: Healing abilities don't cost anything but the turn your healer spends performing them, but the only ways to restore HP out of battle are food (which restores very little and won't count for staving off hunger if you don't eat it while already hungry) and camping. Dragging the encounter out to heal is risky -- after risky--after a certain point, the party will start taking stress damage (saying "Let's finish this rabble already!") or the foe may receive reinforcements, even a single weak enemy can get lucky crits in (causing more stress), and characters have to do something each round (even if only switching position) to avoid a stress hit -- but hit--but if you have a lot of healing/destressing abilities and a pair of weak enemies, it can be worth the risk.



* CriticalExistenceFailure: AvertedTrope once a hero hits 0 health and is at Death's Door -- they aren't dead ''yet'' (and in fact can potentially survive several more hits if the RandomNumberGod smiles upon you), but they'll have a significant stat penalty.
* CriticalHit: A ''very'' big mechanic in this game -- in addition to doing more damage from them and generally messing with the statistic as is fairly normal for RPG games, critical hits from the players' characters can reduce the party's stress while enemies doing critical hits are also liable to cause stress to them. Causing more critical hits is also a redeeming factor to letting the light get lower (which makes monsters become stronger) in addition to finding more loot. After the Fiends and Frenzy update, even healing skills can crit, and in their case, the targeted hero gets 4 stress relieved (enemies can crit-heal too, but they only benefit from the increased health gain).

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* CriticalExistenceFailure: AvertedTrope once a hero hits 0 health and is at Death's Door -- they Door--they aren't dead ''yet'' (and in fact can potentially survive several more hits if the RandomNumberGod smiles upon you), but they'll have a significant stat penalty.
* CriticalHit: A ''very'' big mechanic in this game -- in game--in addition to doing more damage from them and generally messing with the statistic as is fairly normal for RPG games, critical hits from the players' characters can reduce the party's stress while enemies doing critical hits are also liable to cause stress to them. Causing more critical hits is also a redeeming factor to letting the light get lower (which makes monsters become stronger) in addition to finding more loot. After the Fiends and Frenzy update, even healing skills can crit, and in their case, the targeted hero gets 4 stress relieved (enemies can crit-heal too, but they only benefit from the increased health gain).



* DarkIsEvil: Used for a gameplay mechanic for venturing deeper into the dungeons -- better loot is found as your party trudges lower... while their torch struggles more and more to actually provide light. As the light gets lower, monsters get faster, hit harder, and are more likely to surprise the characters and less likely to be surprised themselves, and characters will get more stressed.

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* DarkIsEvil: Used for a gameplay mechanic for venturing deeper into the dungeons -- better dungeons--better loot is found as your party trudges lower... while their torch struggles more and more to actually provide light. As the light gets lower, monsters get faster, hit harder, and are more likely to surprise the characters and less likely to be surprised themselves, and characters will get more stressed.



** If a hero breaks under the strain, very often their reactions cause stress in their companions, who can then break, in turn causing more stress - you can end up with all four of your heroes severely compromised by afflictions.

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** If a hero breaks under the strain, very often their reactions cause stress in their companions, who can then break, in turn causing more stress - you stress--you can end up with all four of your heroes severely compromised by afflictions.



** The first loot chest you encounter (during the tutorial) is always booby trapped and, unless a defeated bandit just ''happened'' to drop a key (extremely unlikely), there's no way to safely open it -- a very pointed lesson that this game is not generous to you at all.

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** The first loot chest you encounter (during the tutorial) is always booby trapped and, unless a defeated bandit just ''happened'' to drop a key (extremely unlikely), there's no way to safely open it -- a it--a very pointed lesson that this game is not generous to you at all.



* FaceDeathWithDignity: Some of the classes -- most notably the Man-at-Arms, Occultist, and Leper -- are very accepting of [[spoiler:being utterly destroyed by the Final Boss's one-hit-kill]]. Others, not so much.

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* FaceDeathWithDignity: Some of the classes -- most classes--most notably the Man-at-Arms, Occultist, and Leper -- are Leper--are very accepting of [[spoiler:being utterly destroyed by the Final Boss's Boss' one-hit-kill]]. Others, not so much.



* FinalDeath: If a hero dies, [[KilledOffForReal they STAY dead.]] There is a rare town event that can bring back ONE fallen hero, but they are raised with an affliction and NO skills -- they have to be rebought from the ground up.

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* FinalDeath: If a hero dies, [[KilledOffForReal they STAY dead.]] There is a rare town event that can bring back ONE fallen hero, but they are raised with an affliction and NO skills -- they skills--they have to be rebought from the ground up.



*** Somehow it's easier to find more stuff when the characters can barely see what's in front of them. One of {{The Narrator}}'s quotes seems to HandWave it by saying that it's easier to notice glinting gold -- but nothing would glint in complete darkness.
*** Conversely, it's easier to surprise enemies if you carry a blazing light with you -- even if normally it would make you visible from a much larger distance while crippling your ability to see anything beyond the illuminated area.

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*** Somehow it's easier to find more stuff when the characters can barely see what's in front of them. One of {{The Narrator}}'s quotes seems to HandWave it by saying that it's easier to notice glinting gold -- but gold--but nothing would glint in complete darkness.
*** Conversely, it's easier to surprise enemies if you carry a blazing light with you -- even you--even if normally it would make you visible from a much larger distance while crippling your ability to see anything beyond the illuminated area.



* GoMadFromTheRevelation: Tomes, artifacts, and occult scrawlings occasionally impart knowledge of ThingsManWasNotMeantToKnow to the character that interacts with them, increasing their stress and bestowing potentially harmful quirks. The "Prophet" boss also has this in his back story -- the Ancestor showed him what lay beneath the manor and his intentions, driving him mad.

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* GoMadFromTheRevelation: Tomes, artifacts, and occult scrawlings occasionally impart knowledge of ThingsManWasNotMeantToKnow to the character that interacts with them, increasing their stress and bestowing potentially harmful quirks. The "Prophet" boss also has this in his back story -- the story--the Ancestor showed him what lay beneath the manor and his intentions, driving him mad.



* MeaningfulName: One of the two starting characters is a Highwayman named Dismas. This is the traditional name of the "Penitent Thief" from [[UsefulNotes/{{Christianity}} Christian]] mythology who was crucified alongside Jesus. The other character is a crusader named Reynauld -- this is most likely a reference to Raynald of Châtillon, a controversial crusader knight who was eventually executed by Saladin himself. The fact that both historical characters met untimely ends is of course [[BlatantLies purely coincidental...]]

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* MeaningfulName: One of the two starting characters is a Highwayman named Dismas. This is the traditional name of the "Penitent Thief" from [[UsefulNotes/{{Christianity}} Christian]] mythology who was crucified alongside Jesus. The other character is a crusader named Reynauld -- this Reynauld--this is most likely a reference to Raynald of Châtillon, a controversial crusader knight who was eventually executed by Saladin himself. The fact that both historical characters met untimely ends is of course [[BlatantLies purely coincidental...]]



** UnwinnableByDesign: Already having [[spoiler: 11]] heroes dead by the time you reach the final expedition will eventually result in a game over, no matter what [[spoiler:thanks to the final boss's OneHitKill striking twice]]

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** UnwinnableByDesign: Already having [[spoiler: 11]] heroes dead by the time you reach the final expedition will eventually result in a game over, no matter what [[spoiler:thanks to the final boss's boss' OneHitKill striking twice]]



* NiceJobBreakingItHero: Nothing can ruin a seemingly successful expedition like your own heroes if one of them snaps under pressure and develops a particularly unmanageable affliction, like [[JerkAss Abusive]] or [[CloudCuckooLander Irrational.]]

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* NiceJobBreakingItHero: Nothing can ruin a seemingly successful expedition like your own heroes if one of them snaps under pressure and develops a particularly unmanageable affliction, like [[JerkAss Abusive]] or [[CloudCuckooLander Irrational.]]Irrational]].



** Stress effects are completely random. Your hero might shrug off his stress and become courageous, inspiring the rest of the party...or your tank could [[DirtyCoward become Fearful, fleeing to the back of the formation]], your healer becomes a {{Sadist}}, [[LeeroyJenkins bum-rushing the enemy with her dinky club]], and your damage dealer turns into a Masochist [[SelfHarm and gleefully turns her knives on herself]]. God help you if you get an [[DisasterDominoes Abusive]] hero...

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** Stress effects are completely random. Your hero might shrug off his stress and become courageous, inspiring the rest of the party... or your tank could [[DirtyCoward become Fearful, fleeing to the back of the formation]], your healer becomes a {{Sadist}}, [[LeeroyJenkins bum-rushing the enemy with her dinky club]], and your damage dealer turns into a Masochist [[SelfHarm and gleefully turns her knives on herself]]. God help you if you get an [[DisasterDominoes Abusive]] hero...



* NoCasualtiesRun: Nearly impossible as of the current version. [[spoiler:Even if you are lucky and skilled enough to reach the final boss without getting a single hero killed, you will always lose at least two heroes to it's insta-kill attacks. It ''is'' possible to [[https://www.youtube.com/watch?v=tGsTZtH8308 beat it without anyone dying]], however.]]

to:

* NoCasualtiesRun: Nearly impossible as of the current version. [[spoiler:Even if you are lucky and skilled enough to reach the final boss without getting a single hero killed, you will always lose at least two heroes to it's its insta-kill attacks. It ''is'' possible to [[https://www.youtube.com/watch?v=tGsTZtH8308 beat it without anyone dying]], however.]]



* OneHitPolykill: There are several abilities that can hit several mooks[=/=]heroes at the same time, like the Highwayman's Grape Shot Blast (a gunshot which scatters through up to three enemies in the front); targeting a group of very weakened enemies with one of those attacks can have interesting results. Conversely there are many enemy attacks that can hit multiple characters at once - if you have more than one at Death's Door, you could lose them all.

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* OneHitPolykill: There are several abilities that can hit several mooks[=/=]heroes at the same time, like the Highwayman's Grape Shot Blast (a gunshot which scatters through up to three enemies in the front); targeting a group of very weakened enemies with one of those attacks can have interesting results. Conversely there are many enemy attacks that can hit multiple characters at once - if once--if you have more than one at Death's Door, you could lose them all.



* OurGargoylesRock: [[RockMonster Literally]]...which makes them highly resistant to regular attacks and bleed, and a real pain to try and stun. Fortunately, they're also undead, so the Crusader can tear them apart and the Plague Doctor can blight them.

to:

* OurGargoylesRock: [[RockMonster Literally]]... which makes them highly resistant to regular attacks and bleed, and a real pain to try and stun. Fortunately, they're also undead, so the Crusader can tear them apart and the Plague Doctor can blight them.



** The negative quirk of "Thanatophobia" (fear of death) is randomly gained when looking into an opened sarcophagus. It grants a higher stress gain when health is low...which of course can make things go from bad to worse.

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** The negative quirk of "Thanatophobia" (fear of death) is randomly gained when looking into an opened sarcophagus. It grants a higher stress gain when health is low... which of course can make things go from bad to worse.



--> "[[spoiler:Time - an endless cycle.]] [[Franchise/CthulhuMythos Ia Iaaaa!]]"

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--> "[[spoiler:Time - an "[[spoiler:Time--an endless cycle.]] [[Franchise/CthulhuMythos Ia Iaaaa!]]"



* WackyWaysideTribe: The Brigands used to be this, randomly mugging the party [[ViolationOfCommonSense in the depths of monster-infested dungeons]], but as of the Fiends and Frenzy patch it is revealed that the Ancestor hired them as mercenaries to intimidate the restless Hamlet denizens into submission and were probably...affected to stay being around the place when the {{Eldritch Abomination}}s came out in full force.

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* WackyWaysideTribe: The Brigands used to be this, randomly mugging the party [[ViolationOfCommonSense in the depths of monster-infested dungeons]], but as of the Fiends and Frenzy patch it is revealed that the Ancestor hired them as mercenaries to intimidate the restless Hamlet denizens into submission and were probably... affected to stay being around the place when the {{Eldritch Abomination}}s came out in full force.



* WeaponsKitchenSink: The adventurers have equipment spanning centuries - from full plate armour and longswords to duster coats and flintlocks, Renaissance garb and gas grenades to furs and a glaive.

to:

* WeaponsKitchenSink: The adventurers have equipment spanning centuries - from centuries--from full plate armour and longswords to duster coats and flintlocks, Renaissance garb and gas grenades to furs and a glaive.



* WizardNeedsFoodBadly: At some point during the dungeon run, your party may feel hungry. You can then choose to either eat, which restores health and consumes food as usual, or let your characters starve and take a severe hit to their hit points and stats, which is what will happen if your food supplies run out. This can be very frustrating as it appears to be randomly triggered rather than on a time basis - it's entirely possible to do two similar length missions - one where the party never gets hungry and another where they want three meals making it hard to judge how much food to carry. You can also manually feed your characters food to recover health. However the game does not take this into account when deciding your characters want a meal, meaning its possible to feed a character your last food to save them only for the game to ''immediately'' declare the party is hungry and you not having food to comply.

to:

* WizardNeedsFoodBadly: At some point during the dungeon run, your party may feel hungry. You can then choose to either eat, which restores health and consumes food as usual, or let your characters starve and take a severe hit to their hit points and stats, which is what will happen if your food supplies run out. This can be very frustrating as it appears to be randomly triggered rather than on a time basis - it's basis--it's entirely possible to do two similar length missions - one missions--one where the party never gets hungry and another where they want three meals making it hard to judge how much food to carry. You can also manually feed your characters food to recover health. However the game does not take this into account when deciding your characters want a meal, meaning its possible to feed a character your last food to save them only for the game to ''immediately'' declare the party is hungry and you not having food to comply.



* HorrorHunger: Heroes affected by the Crimson Curse will thirst for The Blood like they hunger for food. As their cravings mount, they may become increasingly erratic - to the point of potentially attacking their allies. Actually consuming The Blood sends them into "Bloodlust", a temporary affliction-like state unrelated to stress that'll make them act erratically in exchange for a number of buffs.

to:

* HorrorHunger: Heroes affected by the Crimson Curse will thirst for The Blood like they hunger for food. As their cravings mount, they may become increasingly erratic - to erratic--to the point of potentially attacking their allies. Actually consuming The Blood sends them into "Bloodlust", a temporary affliction-like state unrelated to stress that'll make them act erratically in exchange for a number of buffs.



* MustBeInvited: Inverted. After you complete the first Courtyard mission, the heroes's access to the Bloodsuckers' lair is forbidden until you obtain an invitation from a slain enemy.

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* MustBeInvited: Inverted. After you complete the first Courtyard mission, the heroes's heroes' access to the Bloodsuckers' lair is forbidden until you obtain an invitation from a slain enemy.


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The Heart of Darkness never states it's the only good, only that it created earth life. There is nothing whatsoever in the game to contradict this, especially when the Blood of a creature (the countess) that had only recently arrived to the Hamlet awoke the Ancestor of its existence, rather than it all being centralized in one area.


** [[spoiler:The Heart of Darkness itself. The game outright points out it's a deceptive creature, and the Light and its followers having very real supernatural powers (as well as the Prophet receiving visions that would directly inhibit the Heart's plans if the Ancestor had listened) could be seen as evidence it's not being entirely truthful with its claims of being {{God}}, or at least the ''only'' one, unless it was providing power to the Light aligned characters itself for some unknown reason.]]

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* UnreliableNarrator: [[spoiler: The Ancestor ''may'' be a complicated case of this; while he initially seems to be giving you sound advice and encouragement pushing you to confront and overcome the horrors of the Estate, when you raid the Darkest Dungeon he manifests as an enemy there suggesting that he is/was either absorbed by The Heart Of Darkness or was a projection of it all along manipulating you into sacrificing heroes to strengthen it. This puts the horrifying revelations and BreakingSpeech of the ending cutscene into a more questionable light, albeit not enough to prevent the Heir from committing suicide.]]

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* UnreliableNarrator: UnreliableNarrator:
**
[[spoiler: The Ancestor ''may'' be a complicated case of this; while he initially seems to be giving you sound advice and encouragement pushing you to confront and overcome the horrors of the Estate, when you raid the Darkest Dungeon he manifests as an enemy there suggesting that he is/was either absorbed by The Heart Of Darkness or was a projection of it all along manipulating you into sacrificing heroes to strengthen it. This puts the horrifying revelations and BreakingSpeech of the ending cutscene into a more questionable light, albeit not enough to prevent the Heir from committing suicide. Of course even if it ''wasn't'' the Heart all along, the Ancestor is still a completely insane, monstrous, and not entirely bright person and not exactly the kind of person one would call reliable to begin with.]]
** [[spoiler:The Heart of Darkness itself. The game outright points out it's a deceptive creature, and the Light and its followers having very real supernatural powers (as well as the Prophet receiving visions that would directly inhibit the Heart's plans if the Ancestor had listened) could be seen as evidence it's not being entirely truthful with its claims of being {{God}}, or at least the ''only'' one, unless it was providing power to the Light aligned characters itself for some unknown reason.
]]
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** [[spoiler: However, the mere existence of the Transcendent Terror and its one line, "Time - an endless cycle! Ia! Iaaa!" doesn't paint anything optimistic whatsoever, especially since at one point it could only be accessed by beating the game once.]]
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** You can also catch hemophilia from having a Swine vomit on you, or syphilis from [[{{Squick}} examining an animal corpse]].

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** You can also catch hemophilia from having a Swine vomit on you, or syphilis from [[{{Squick}} examining an animal corpse]].corpse]], [[ILoveTheDead investigating a shallow grave]], or even ''studying a weird bit of architecture''.
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actually seems a good way to illustrate things outside of spoilers, adding this line back.


* DownerEnding: If you [[AmbiguousEnding believe what the ending despicts]], [[spoiler: mankind is naught but an aberrant growth of the flesh of the Heart of Darkness, meaning as long as we exist, so will it, until it ultimately "hatches" in earnest, shattering the planet like an egg. Faced with this knowledege, the Heir appears to commit suicide like those before them, taking up a pointless vigil as another ghost trying to turn away the next "heir" from [[EternalRecurrence coming to the Estate to start all this again]].]]

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* DownerEnding: "Victory. A hollow and ridiculous notion." If you [[AmbiguousEnding believe what the ending despicts]], [[spoiler: mankind is naught but an aberrant growth of the flesh of the Heart of Darkness, meaning as long as we exist, so will it, until it ultimately "hatches" in earnest, shattering the planet like an egg. Faced with this knowledege, the Heir appears to commit suicide like those before them, taking up a pointless vigil as another ghost trying to turn away the next "heir" from [[EternalRecurrence coming to the Estate to start all this again]].]]
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missing a noun. where's the time travel coming from? tried to make language little closer to ending narration as possible.


* DownerEnding: If you [[AmbiguousEnding believe what the ending depicts]], [[spoiler: mankind is naught but an aberrant growth from the flesh of the Heart of Darkness, and defeating it merely puts it to sleep for a time, and ultimately it will eventually rise again until it finally fully awakens and destroys the world. This is followed by a scene that may be depicting the Heir committing suicide and then appearing as a ghost before the [[StableTimeLoop arriving again at the Estate on a stagecoach]].]]

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* DownerEnding: If you [[AmbiguousEnding believe what the ending depicts]], despicts]], [[spoiler: mankind is naught but an aberrant growth from of the flesh of the Heart of Darkness, and defeating meaning as long as we exist, so will it, until it merely puts it to sleep for a time, and ultimately it will eventually rise again until it finally fully awakens and destroys "hatches" in earnest, shattering the world. This is followed by a scene that may be depicting planet like an egg. Faced with this knowledege, the Heir committing appears to commit suicide and then appearing as a ghost like those before them, taking up a pointless vigil as another ghost trying to turn away the [[StableTimeLoop arriving again at next "heir" from [[EternalRecurrence coming to the Estate on a stagecoach]].to start all this again]].]]
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repitition.


* DownerEnding: If you believe what the ending says, [[spoiler: mankind is naught but an aberrant growth from the flesh of the Heart of Darkness, and defeating it merely puts it to sleep for a time, and ultimately it will eventually rise again until it finally fully awakens and destroys the world. This is followed by a scene that may be depicting the Heir committing suicide and then appearing as a ghost before the [[StableTimeLoop arriving again at the Estate on a stagecoach]].]] However, [[AmbiguousEnding much of this is open to interpretation, and the source itself admits it is a deceptive force that was already trying to trick you beforehand]].

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* DownerEnding: If you [[AmbiguousEnding believe what the ending says, depicts]], [[spoiler: mankind is naught but an aberrant growth from the flesh of the Heart of Darkness, and defeating it merely puts it to sleep for a time, and ultimately it will eventually rise again until it finally fully awakens and destroys the world. This is followed by a scene that may be depicting the Heir committing suicide and then appearing as a ghost before the [[StableTimeLoop arriving again at the Estate on a stagecoach]].]] However, [[AmbiguousEnding much of this is open to interpretation, and the source itself admits it is a deceptive force that was already trying to trick you beforehand]].]]

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Chopping this down.


* DownerEnding: "Victory... A hollow and ridiculous notion." [[spoiler:[[ThroughTheEyesOfMadness Assuming you can trust anything you've seen]], the heir and their army successfully purge the monstrosities from several of the the most screwed-up dungeons they've ever seen, though the heir is forced to sacrifice half their party to finish the Eldritch Abomination hiding in the center of the Earth you've accidentally been feeding with the dead left in your wake... only to find the devastating truth: Mankind is and always was an errant protrusion of flesh of said EldritchAbomination, and our rotting corpses will continue to revive and sustain our creator after our deaths, meaning it can never be killed as long we exist. One day, inevitably, WhenThePlanetsAlign, what sleeps will rouse once more to hatch from this fragile shell of earth and rock and bring about our inescapable end. Broken and psychotic, the heir commits suicide as their forefathers before them, and haunts the estate as another ghost, pointlessly trying to stop the next heir from starting this Eternal Recurrence again. "Ruin has come to our family," wrote the Ancestor, but the family in question is the whole of mankind.]]

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* DownerEnding: "Victory... A hollow and ridiculous notion." [[spoiler:[[ThroughTheEyesOfMadness Assuming If you can trust anything you've seen]], believe what the heir and their army successfully purge the monstrosities ending says, [[spoiler: mankind is naught but an aberrant growth from several of the the most screwed-up dungeons they've ever seen, though the heir is forced to sacrifice half their party to finish the Eldritch Abomination hiding in the center of the Earth you've accidentally been feeding with the dead left in your wake... only to find the devastating truth: Mankind is and always was an errant protrusion of flesh of said EldritchAbomination, the Heart of Darkness, and our rotting corpses defeating it merely puts it to sleep for a time, and ultimately it will continue to revive eventually rise again until it finally fully awakens and sustain our creator after our deaths, meaning it can never be killed as long we exist. One day, inevitably, WhenThePlanetsAlign, what sleeps will rouse once more to hatch from this fragile shell of earth and rock and bring about our inescapable end. Broken and psychotic, destroys the heir commits world. This is followed by a scene that may be depicting the Heir committing suicide and then appearing as their forefathers a ghost before them, the [[StableTimeLoop arriving again at the Estate on a stagecoach]].]] However, [[AmbiguousEnding much of this is open to interpretation, and haunts the estate as another ghost, pointlessly source itself admits it is a deceptive force that was already trying to stop the next heir from starting this Eternal Recurrence again. "Ruin has come to our family," wrote the Ancestor, but the family in question is the whole of mankind.]]trick you beforehand]].

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wrong trope: it's fine to describe how the Through The Eyes Of Madness bringing in ambiguity, but not when describing how the game presents an example of a downer ending. moving to trope proper for the description and moving in entry from downer ending page.


* AmazonBrigade: Each hero class is either AlwaysMale or AlwaysFemale. Beside the obvious (and unadvised) solution of a monoclass party, you can create a relatively balanced women-only party by combining an Arbalest, a Hellion, a Grave Robber, a Vestal, and/or a Plague Doctor. The game will even acknowledge you've done so with the party name "[[FemmeFatale The Femme Fatales]]" or "{{Valkyries}}"

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* AmazonBrigade: Each hero class is either AlwaysMale or AlwaysFemale. Beside the obvious (and unadvised) solution of a monoclass party, you can create a relatively balanced women-only party by combining an Arbalest, a Hellion, a Grave Robber, a Vestal, and/or a Plague Doctor. The game will even acknowledge you've done so with the party name "[[FemmeFatale The Femme Fatales]]" or "{{Valkyries}}""{{Valkyries}}".



* AmbiguousEnding: [[spoiler:As the game points out before the final battle begins, [[UnreliableNarrator the Heart is a deceptive monster and could easily be lying about everything]], and the scene where the Heir is implied to kill themselves is ambiguous as to whether it was from the Heir's perspective or the Ancestor's, so there's at least some question if the Heart of Darkness really will return or the Heir was the one who killed themselves.]]
* DreadlockWarrior: The Hellion's hair on the sides of her head is arrayed into cornrows. The Arbalest has her dreadlocks pulled back into a ponytail.



* DownerEnding: According to the Ancestor, once you've slain [[spoiler: the Heart of Darkness]], your victory is meaningless because [[spoiler: as the Heart is only merely defeated and sent back into slumber, to awaken later on to destroy the world.]] In addition, [[spoiler: the Heir is implied to have committed suicide and become a ghost haunting the Estate]]. Then again, [[spoiler: as it points out before the final battle begins, [[UnreliableNarrator the Heart is a deceptive monster and could easily be lying about everything]], and the scene where the Heir is implied to kill themselves is ambiguous as to whether it was from the Heir's perspective or the Ancestor's.]]
* DreadlockWarrior: The Hellion's hair on the sides of her head is arrayed into cornrows. The Arbalest has her dreadlocks pulled back into a ponytail.

to:

* DownerEnding: According "Victory... A hollow and ridiculous notion." [[spoiler:[[ThroughTheEyesOfMadness Assuming you can trust anything you've seen]], the heir and their army successfully purge the monstrosities from several of the the most screwed-up dungeons they've ever seen, though the heir is forced to sacrifice half their party to finish the Eldritch Abomination hiding in the center of the Earth you've accidentally been feeding with the dead left in your wake... only to find the devastating truth: Mankind is and always was an errant protrusion of flesh of said EldritchAbomination, and our rotting corpses will continue to revive and sustain our creator after our deaths, meaning it can never be killed as long we exist. One day, inevitably, WhenThePlanetsAlign, what sleeps will rouse once more to hatch from this fragile shell of earth and rock and bring about our inescapable end. Broken and psychotic, the heir commits suicide as their forefathers before them, and haunts the estate as another ghost, pointlessly trying to stop the next heir from starting this Eternal Recurrence again. "Ruin has come to our family," wrote the Ancestor, once you've slain [[spoiler: but the Heart of Darkness]], your victory family in question is meaningless because [[spoiler: as the Heart is only merely defeated and sent back into slumber, to awaken later on to destroy the world.]] In addition, [[spoiler: the Heir is implied to have committed suicide and become a ghost haunting the Estate]]. Then again, [[spoiler: as it points out before the final battle begins, [[UnreliableNarrator the Heart is a deceptive monster and could easily be lying about everything]], and the scene where the Heir is implied to kill themselves is ambiguous as to whether it was from the Heir's perspective or the Ancestor's.]]
* DreadlockWarrior: The Hellion's hair on the sides
whole of her head is arrayed into cornrows. The Arbalest has her dreadlocks pulled back into a ponytail.mankind.]]
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* ExposedEyeballsAsEyes: One of the bosses is a {{Doomsayer}} who kept showing up at the estate's hamlet to turn the population against your ancestor, because the latter was about to unearth [[TheseAreThingsManWasNotMeantToKnow something unspeakable]]. Said ancestor gave him one RasputinianDeath after another, but the doomsayer [[UnexplainedRecovery kept returning]] to rile up the population. The ancestor finally showed him that he wasn't about to unearth the unspeakable thing, but already ''had'' unearthed the portal to summon it. The doomsayer [[GoMadFromTheRevelation Went Mad From The Revelation]], [[EyeScream tore out his own eyes in madness]], and became the prophet of the {{cult}} worshiping the thing. When you get to fight him, he still holds his disembodied eyes in his hand: they are still alive, and he supposedly sees through them. (And, inversely, peering into them stresses out your dungeoneering party for obvious reasons.)
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** Shieldbreaker: The Adder's Fang / Sirocco
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Lets Play is not a work trope. That and, if we were going to list examples of Lets Play for this game, we'd have to create a completely new page.


* LetsPlay: Done by DiploRaptor with Jib being a long running game though Diplo admits they may never do the darkest dungeon because he would want too try the Leper thing. The series is currently on hiatus until someone buys Diplo the Crimson Court DLC
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** Healing outside of battle is very limited, healing abilities are not cent per cent reliable, and any character who dies is lost forever.

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** Healing outside of battle is very limited, healing abilities are not cent per cent reliable, and any character who dies is lost forever.forever outside of a rare town event.



** Your inventory is incredibly limited, leading to the dilemma of bringing enough torches and food to move through the dungeon and having enough space to gather the treasure from the dungeons. And if the lights go out, then your party will take constant stress damage, while both friend and foe gain high critical chances. On the other hand, treasure rewards are greatly increased...

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** Your inventory is incredibly limited, leading to the dilemma of bringing enough torches and food to move through the dungeon and having enough space to gather the treasure from the dungeons. And if the lights go out, then your party will take constant stress damage, while both friend and foe gain high critical chances. [[HardModePerks On the other hand, treasure rewards are greatly increased...]]
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* LetsPlay: Done by DiploRaptor with Jib being a long running game though Diplo admits they may never do the darkest dungeon because he would want too try the Leper thing. The series is currently on hiatus until someone buys Diplo the Crimson Court DLC
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Getting rid of justifying edits. Such speculations belong on WMG and not the main page.


** [[spoiler:This being said, the Heart of Darkness clearly empowers the Occultist's dark powers rather than the light (as the Occultist calls It the face of his tormentor), so this combined with the ''rather impious'' Ancestor's history makes for a virtual guarantee that the narration is unreliable, and the Ancestor (or the avatar masquerading as him), or the Heart, or both are lying. Given that the Ancestor speaks in the first person in the final boss fight, betrayal is certainly possible, even likely.]]
** [[spoiler:As the Heart of Darkness seems not to have planned to lose and the Light still supports the heroes until the end, it is pretty likely that there indeed is a God who is well meaning towards humans and the heart did lie. It really has no reason to tell all of the truth, after all, and it gave a breaking speech after its defeat. In addition, given its propensity for arrogance, it is very possible that it outsmarted itself in giving the Occultist his dark powers. Bonus points if the Occultist is the one to land the killing blow.]]
* DidYouJustPunchOutCthulhu: Is also possible. [[NintendoHard Just very difficult to do so.]]
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Visit their website [[http://www.darkestdungeon.com/ here.]] On February 3, 2015, the Steam version was released as an Early Access title. The game was fully released on January 19, 2016 for Microsoft Windows and OS X computers, with a Linux release on April 26th, 2016, and a release for UsefulNotes/PlayStation4 and UsefulNotes/PlayStationVita consoles on September 27th, 2016. A paid DLC expansion named ''The Crimson Court'' was released on June 19th, 2017 for computers, and on August 22nd, 2017 for consoles. The [=iPad=] version was released on August 24th, 2017, and ''The Crimson Court'' is scheduled to be released later this year.

to:

Visit their website [[http://www.darkestdungeon.com/ here.]] On February 3, 2015, the Steam version was released as an Early Access title. The game was fully released on January 19, 2016 for Microsoft Windows and OS X computers, with a Linux release on April 26th, 2016, and a release for UsefulNotes/PlayStation4 and UsefulNotes/PlayStationVita consoles on September 27th, 2016. A paid DLC expansion named ''The Crimson Court'' was released on June 19th, 2017 for computers, and on August 22nd, 2017 for consoles. The [=iPad=] version was released on August 24th, 2017, and ''The Crimson Court'' is scheduled to be released later this year.
year. A UsefulNotes/NintendoSwitch version is in development.

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Recreating page in properly capitalized namespace.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/darkest_dungeon_v5_by_harrybana_d8i59ry.png]]
[[caption-width-right:350:[[ArcWords Ruin has come to our family.]]]]
->''"You remember our venerable house... opulent and imperial. It is a festering abomination! I beg you, return home! Claim your birthright! And deliver our family from the ravenous, clutching shadows... of the [[TitleDrop Darkest Dungeon]]."''
-->--'''The Ancestor'''

''Darkest Dungeon'' is a challenging GothicHorror DungeonCrawling {{RPG}} about the stresses of dungeon crawling, developed by Red Hook Studios. You are the heir of a former noble family, damned due to the actions of a hedonistic relative who spent the family fortune excavating an ancient portal underneath the family estate and inadvertently releasing an untold number of horrifying abominations. Your goal is to drive back these horrors and redeem the family name.

You will send out teams of recruited heroes on a perilous side-scrolling descent, dealing with a prodigious number of threats to their bodily health, and worse, a relentless assault on their mental fortitude! Five hundred feet below the earth you will not only fight unimaginable foes, but famine, disease, and the stress of the ever-encroaching dark. Darkest Dungeon focuses on the humanity and psychological vulnerability of the heroes and asks: What emotional toll does a life of adventure take?

Visit their website [[http://www.darkestdungeon.com/ here.]] On February 3, 2015, the Steam version was released as an Early Access title. The game was fully released on January 19, 2016 for Microsoft Windows and OS X computers, with a Linux release on April 26th, 2016, and a release for UsefulNotes/PlayStation4 and UsefulNotes/PlayStationVita consoles on September 27th, 2016. A paid DLC expansion named ''The Crimson Court'' was released on June 19th, 2017 for computers, and on August 22nd, 2017 for consoles. The [=iPad=] version was released on August 24th, 2017, and ''The Crimson Court'' is scheduled to be released later this year.

Not to be confused with ''WebVideo/DarkDungeons'', the original comic book by Creator/JackChick and its film adaptation.
----
!!''Darkest Dungeon'' provides examples of:

[[foldercontrol]]

[[folder:A-C]]
* AbsurdlySpaciousSewer: The Warrens; filthy, abandoned caves filled with corpses, sinister altars and etchings, and literal piles of ancient, dried filth. Worse, when the light gets low, you can sometimes hear [[HumanoidAbomination squealing]] in the distance...
* AchievementMockery: There are many achievements for losing heroes under certain circumstances.
* ActionBomb: The "thrall" enemies in The Cove dungeon make one standard attack and then explode hitting all party members on their next turn.
* AdamSmithHatesYourGuts: All town services rise in price as heroes level up. For some services, an increase in price makes sense (for instance, the blacksmith charging more to make a fancier weapon). For others, less so, such as the tavern and abbey, especially the abbey's "cloister" service.
* AIRoulette: Enemies attack use random attacks on random characters. Justified as otherwise the game would be impossibly hard if enemies ganged up on the weakest/most stressed characters to kill/break them. The Enemies actually do this partially in higher level dungeons.
* AlcoholInducedIdiocy: A random effect of drinking at the tavern makes a hero losing a trinket.
* TheAlcoholic: A hero can become afflicted with the "Dipsomania" or "Tippler" quirk, with “Tippler” forcing them to only reduce his[=/=]her stress by drinking at the tavern. Both can be randomly acquired at the tavern, and "Dipsomania" can force an interaction with curios.
* AllDeathsFinal: There's no resurrection magic save for a very rare town event that revives one dead character. If your favorite hero that you've invested lots of money in dies, that's it. To somewhat compensate, reaching zero HitPoints doesn't result in instant death or even a knockout -- the character is still awake and functional, but at their [[LastChanceHitPoint Death's Door]], where any subsequent damage may kill them. Healing even a single hit point removes the danger (but it leaves a severe debuff in turn that can only be healed by certain campfire skills), but having a heart attack will automatically bump them down to Death's Door, and a heart attack while on death's door is 100% fatal.
* AmazonBrigade: Each hero class is either AlwaysMale or AlwaysFemale. Beside the obvious (and unadvised) solution of a monoclass party, you can create a relatively balanced women-only party by combining an Arbalest, a Hellion, a Grave Robber, a Vestal, and/or a Plague Doctor. The game will even acknowledge you've done so with the party name "[[FemmeFatale The Femme Fatales]]" or "{{Valkyries}}"
* AmbidextrousSprite: The game generally averts that by always showing the party's traversal of corridors as walking from left to right, and trying to walk left makes the characters walk backwards instead of turning around. However, the game does slip up in two places.
** When the Siren mind-controls of one of your characters, they are moved to her side of the battlefield and turn to face the party. Their battle sprite is simply mirrored, although the boss fight will probably distract you from noticing that.
** Each character has one sprite showing them sitting by the campfire, slightly from the side. To create an illusion that characters are sitting in a circle, sprites on the right side of the campfire are mirrored. It's usually very hard to actually notice, since the characters are resting and seldom doing something that would ex. show them using their dominant hands, but it does become slightly eerie when you have two characters of the same class sitting opposite on the opposite sides -- they'll appear as perfect mirrors of each other. And it's glaringly obvious in case of man-at-arms, since his eyepatch switches eyes.
* AmericanGothicCouple: The dour man with his pitchfork and daughter appear during the random "Bumper Crop" event in the Hamlet, standing in the center of town along with their harvest.
* AntiGrinding:
** Dungeons have three different difficulty levels (1, 3, and 5), which correspond roughly to a difficulty intended to match the stats of a party of the same average level. To avoid the player gaining easy experience, estate items, and money by farming over and over low level dungeons with an overpowered party, a level 3[=/=]4 hero will refuse venturing inside a level 1 dungeon, and a level 5[=/=]6 will only accept entering a level 5 dungeon. This can cause serious problems if the early dungeon bosses are not killed in a reasonable timeframe -- if all your heroes are level 3 or above and you don't have any space in your roster, the only way to progress in the game is to dismiss some of your higher-level characters so you can recruit more cannon fodder to try and do it before they too outlevel the boss! The only ways around this are playing on Radiant mode, which allows heroes up to level 4 to enter Apprentice level expeditions and anyone of any level to go on a Veteran level mission, and the Helping Hand town event that completely removes level restrictions for one dungeon foray.
** During early access, torchless runs were quite popular, as with the right party composition the additional treasures gained outweighed any actual risks. The developers responded by introducing a small chance, whenever the party walks in total darkness, that one of the {{Bonus Boss}}es randomly appears and attacks the expedition.
* AntiHero: Assuming their names are not just window dressing, the Highwayman and the Grave Robber will no doubt have done some less than pleasant things in the past. What's more, just about every character can become one through negative afflictions, assuming they weren't in the first place.
** With the release of the [[http://www.darkestdungeon.com/darkest-dungeon-presents-the-highwayman/ backstory comic]] for the Highwayman, he's not only this, but TheAtoner as well due to [[spoiler:accidentally murdering a woman and her son during a robbery who may well have been his lover and their child.]] It is shown in the other comics that several other characters have done unsavory things in their pasts as well.
* AntidoteEffect: Because of the InventoryManagementPuzzle and the secondary use of basic supply items to "unlock" curios, ''Darkest Dungeon'' takes the Antidote Effect to new levels. Not only will you wonder, "Might I need this later?", you'll sometimes find that you know you will, for a fact, and you still have to make a hard choice. Are the consequences of discarding a supply worth the loot that replaces it?
* ApocalypseCult: The Cultist enemies. Both vicious berserkers fighting for the old gods and mages trying to break your characters' will while summoning tentacles to mess up your unit order.
* ApocalypseHow: The opening of the portal seems to be a Regional Disruption. While the spreading of corruption is wrecking havoc on the area surrounding the manor, there's no evidence to suggest that it has spread out beyond that. However, the way the ancestor speaks about it, there is a potential for a much greater scale catastrophe if it is not contained quickly, possibly being a Planetary Extinction of humanity or a Physical Planetary Annihilation.
* ApocalypticLog: Two kinds, accessed by visiting the Ancestor's statue.
** The Ancestor's memoirs that play when you start a boss mission. There's a third of each memoir for each level (one for Apprentice, one for Veteran, and one for Champion).
** An after-release update added journal pages that you can find in curios or after battles. Mostly they detail the thoughts of someone from a doomed expedition, or backstory for a certain class. You can read it from the inventory, and if you finish the mission with it in there, you can read it at the Hamlet any time you like.
* ArbitraryGunPower: The Highwayman's or any of the Brigand's guns take hit points instead of outright killing and are actually weaker than melee weapons to balance their longer range.
* ArbitraryHeadcountLimit: No more than four heroes at a time in a dungeon. Also, the number of heroes coming to be hired, and the total number of heroes you can have in the town are determined by the upgrades of the stage coach. The highest roster's size is 28.
* ArcherArchetype: [[PlayingWithATrope Played with]]. [[http://en.wikipedia.org/wiki/Arbalest There is an Arbalest class]], and she subverts the typical impression of lesser strength for such characters compared to melee-based characters [[http://www.lightninggamingnews.com/wp-content/uploads/2014/03/Heavily-armoured-Arbalest-is-the-latest-addition-to-the-Darkest-Dungeon-roster-620x350.jpg by making it]] an armored ActionGirl holding a very large crossbow like a ChainsawGripBFG.
* ArcSymbol: An arc (pun intended) with five evenly placed lines on it, used to represent stress in the game. It also appears on the game's logo, smeared on walls, on the gates on the Weald, on the crests collected as loot (thus being part of the Estate's coat of arms), on the Necromancer's robe collar, as decoration above the cultists' helmets in the same fashion as the symbol appears on your heroes' heads when they get stressed, constantly in the background and in the artwork, and in many, many other places, including Vvulf's gigantic shield. It is as if whatever this symbol represents had gnawed its way into reality. [[spoiler:Or, as you eventually discover, the other way around...]]
* ArmorPiercingAttack: The Bleed and Blight damage effects are not affected by the protection statistic.
* ArtisticLicenseMedicine:
** Rabies is an obtainable Quirk. It is randomly contracted when being hit by a rabid dog, its effect (more damage inflicted, lower accuracy rating) are shown immediately, and it won't kill the character by itself, no matter how long it stays uncured, but can be cured anytime. In real life, rabies manifests itself several weeks after receiving an infected wound (the virus must reach the brain after travelling along the nerves), doesn't necessarily turn you into a berserker, kills you after a couple of weeks, and can't be cured when the symptoms have appeared. [[note]]Technically, there is a treatment but it requires a medically induced coma and being pumped full of psychoactive drugs, since the damage caused by the disease is thought to be due to abnormal brain activity -- so just make it inactive in the infected areas. However, the survival rate is fairly low and side effects include having to relearn to walk and balance.[[/note]] Also, none of the diseases progress (your character is either infected or not and remaining infected for weeks at a time has no additional effect) and none are contagious.
** You can also catch hemophilia from having a Swine vomit on you, or syphilis from [[{{Squick}} examining an animal corpse]].
* AscendedFanboy: To recognize his contribution to the game's growing popularity Youtuber Baertaffy, who had been playing the game on his youtube channel from it's earliest alpha to well past its release, was called upon to voice several of the roles in the Crimson Court.
* AscendedMeme: Redhook Studios took notice of the "Dankest Dungeon" meme and made a twitch notification spoken by Wayne June himself in their release day Twitch notification pack for a donation of 4 dollars and 20 cents in American currency.
* TheAtoner: If [[http://www.darkestdungeon.com/darkest-dungeon-presents-the-highwayman/ the backstory comic]] for the Highwayman is anything to go on, he joined up with you on your mission because of this.
* AutoSave: The game automatically saves often, denying a player the possibility of simply reloading his save if an expedition goes wrong.
* AxCrazy: Heroes with the Masochistic affliction become obsessed with throwing themselves at the monsters in the dungeon, rejecting offers of help from their allies and reveling in the pain and horror that surrounds them to the point of ''stabbing themselves'' on occasion.
* BackFromTheBrink: You begin the game lost and with only two heroes to control, and the Hamlet is nearly in ruin. It is up to you to bring back your estate to its full condition.
* BadassBoast:
** Heroes that acquire a [[HeroicWillpower positive affliction]] have a tendency to make them, sometimes even inspiring the other party members and giving them a buff.
** "You will survive. I judge it so."
** The "Terror and Madness" trailer follows a party of heroes who enter in a dungeon while boasting "We are the flame, and the darkness fears us". It... doesn't turn out very well for them.
* BagOfSharing: During a an expedition, the four heroes share an inventory. The slots are few, creating a trade-off between the need to take that one treasure to finance future expeditions or hold on to potentially needed supplies for the expedition.
* BarrierMaiden: Now that the Ancestor has awoken the monstrosity beneath the manor, after it's defeated and sent back through the gate, they are forced to keep watch over it, lest it break out again and the world not be so fortunate to have an Heir that came to the manor to reclaim their heritage.
* BayonetYa: Bone arbalests wield crossbows, including a bayonet. They are usually at the rear at the beginning of a fight, but if they eventually find themselves closer to the front row, they'll attack the heroes with bayonets instead of shooting bolts, dealing minor damage and moving them back.
* TheBeastmaster: The Houndmaster, quite suitably, fights with a large dog.
* BedlamHouse: SubvertedTrope -- one of the nine buildings in the hamlet is a Sanitarium, where you can spend a week and a big chunk of gold getting rid of diseases and personality quirks. Despite a few dialogue lines of a bit of a fearful nature from looking at what it has in store for them, heroes that get sent there will simply lose the targeted quirk/disease as advertised. The quirk and disease treatment were later separated into two different wards in an update. The medical ward isn't even regarded with the slightest bit of fear (apart from the hero's somewhat dark joke about putting faith in gnarled, warty hands).
* BeneathTheEarth: You explore the elaborate tunnel system of the Warrens and the flooded caverns of the Cove.
* TheBerserker: Aside from the Hellion, any hero can become a minor example of this thanks to the "Rabies" quirk, which increases damage done by 20% while inflicting a massive accuracy penalty.
* BigEater: Due to the game's mechanics, it's possible to bloat a character with food to get the most food healing as possible only to have the character complain that he's getting hungry just seconds later.
* BodyHorror:
** Several of the enemies invoke this. It's no wonder that the hero's sanity lowers so quickly.
** You witness brief flashes of this occurring to [[spoiler:everyone in the Hamlet]] once the first floor of the Darkest Dungeon has been breached.
** The creatures in [[WombLevel the Darkest Dungeon]] itself are bits of the local EldritchAbomination cast off of itself, its immune system and polyps, and unlucky, deleriously happy humans afflicted by eye-studded tumors.
* BonusBoss: The Shambler, which can normally be fought only by using a randomly-appearing altar which clearly says that bad things are going to happen if you interact with it. The battle is brutal, mainly because it's rather bizarre compared to normal bosses, requiring different tactics for survival, and prone to spiraling out of control if you make any misplays:
** The Shambler's attacks deal very little damage -- but they all target the whole party and afflict them with very high levels of blight, bleed, and stress, which stack very quickly.
** It also summons minions, which start very fragile and weak -- but get stronger with each turn. If you decide to ignore them and go after the boss, you'll soon find they're one-shotting your characters, while you can barely scratch them.
* BossCorridor: During the last expedition, [[spoiler:you walk through a twisted hallway which resembles the void of the cosmos, and the Ancestor's ghost himself (maybe) is confronting you party]].
* BookEnds:
** The very first line of the game, "Ruin has come to our family" is also the very last one. The opening cutscene itself is like this, since the second line, "You remember our venerable house, opulent and imperial", is also used as one of the last lines of the opening cutscene for contrast.
** One achievement, [[TheAtoner On the old road, we found redemption]], encourages having Dismas the Highwayman and Reynauld the Crusader, the two very first characters you have, live up to the end of the game and survive the final battle. [[spoiler:They're also the first characters you get in a NewGamePlus, as part of the ViciousCycle.]]
** A more bitter one in the party composition: at the very beginning of the game you will have only two heroes in your party. [[spoiler: Barring extremely good plays skipping the final boss' OneHitKill attacks, you will finish the game with two at most]].
* BottomlessMagazines: Surprisingly played straight, despite the game being ''RealityEnsues: The Roguelike''. Each of the ranged weapons (flintlock, crossbow, throwing knives, gas grenades, etc) can be used without ever needing to refill it.
* BreakTheBadass: The Darkest Dungeon itself does this to your heroes. Your heroes need to be badass (read: hit level 6) to even be able to enter it in the first place. The ones who succeed on their expeditions are so traumatized that they will never enter the Dungeon again. Other dungeons are still fair game, just not ''that'' one.
* BrokeYourArmPunchingOutCthulhu: It is a possibility in this game. You reach the end-boss for the particular dungeon or even accomplish the dungeon objective, but at the cost of your party, or be afflicted with some insanity. [[spoiler:Very much the case in the ending. If what the Ancestor says is true, history is damned to repeat and render your sacrifices meaningless.]]
** [[spoiler:This is [[EnforcedTrope enforced]] by the final boss, if you reach it with more than 2 living heroes. It will always use its [[OneHitKO Come Unto Your Maker]] attack to [[SadisticChoice force you to choose which of your heroes bites it]], leaving only two alive at best when it finally goes down.]]
* BunnyEarsLawyer: The developers have stated that it's intended for all of your heroes to be flawed in some way by their traits rather than MinMaxing being the standard method of procedure. As your heroes are extremely liable to get even more afflictions as they survive and gain experience, it seems like the game is probably set to render all high-level characters to fit this trope in some way.
* CameBackWrong: DamagedSoul variety. A rare town event can allow you to resurrect one hero (out of three, chosen randomly), letting you get back a favorite. However, they come back Afflicted and with all skills and equipment upgrades reset to 0. That's right: ''no skills''. You gotta pay to get back even ''level 1 skills''.
* CannonFodder: The level 0 heroes that arrive on the stagecoach every week can be this if you wish -- you can send them in with no supplies, training, or equipment upgrades just to grab as much loot as they can before fleeing. Even if they succeed in a mission, chances are they'll be so stressed and psychologically damaged it's better to just dismiss them and recruit a new set than treat them afterwards.
* CartoonBomb: Vvulf employs those as his main means of inflicting damage. Justified given the setting.
* CastFromSanity: Some otherwise positive abilities lower the morale of the party when used.
* Catch22Dilemma:
** It is possible to earn a negative quirk which contradicts one that you already have, like the ones which require a hero to use only a single way of coping with stress in town. When a hero can only pray AND only whip himself, it actually means that he can do neither, thus being unable to use any service unless you send him to the asylum. This also applies if you get contra-indicated "will only/will never" quirks.
** An update made it so that at least "will never" quirks will replace the correspondent existing "will only" quirk if obtained while doing that activity.
* CharacterLevel: Heroes can level up from 0 to 5 Resolve level as they undertake expeditions.
* CherryTapping: Prior to the Fiends and Frenzy update, every offensive action, even debuffs, do at least 1 damage. So if a creature (or one of your heroes) is at one hitpoint or less, you can kill someone by having the Hellion shout at them, for example. Egregious with [[PigMan Wilbur]], who can stunlock -- and potentially ''kill'' -- your party just ''by squealing at them''!
* CloudCuckoolander: The Irrational Affliction, which causes the afflicted character to sometimes behave in very bizarre ways, such as rejecting magical healing because the healer didn't wash their hands, skipping a turn because they're busy concentrating, or using a random ability on a random target [[AttentionDeficitOohShiny because they saw something shiny]]. It'd be rather funny if it didn't run the risk of getting them and the rest of your party killed.
* CombatExclusiveHealing: Healing abilities don't cost anything but the turn your healer spends performing them, but the only ways to restore HP out of battle are food (which restores very little and won't count for staving off hunger if you don't eat it while already hungry) and camping. Dragging the encounter out to heal is risky -- after a certain point, the party will start taking stress damage (saying "Let's finish this rabble already!") or the foe may receive reinforcements, even a single weak enemy can get lucky crits in (causing more stress), and characters have to do something each round (even if only switching position) to avoid a stress hit -- but if you have a lot of healing/destressing abilities and a pair of weak enemies, it can be worth the risk.
* CombatSadomasochist: The "masochist" quirk combines this to some degree with NightmareFetishist. Some classes whine if another hero gets attacked because they want to show off their self-healing skills, others want to see just how deep the rabbit hole goes.
* ContinuingIsPainful:
** Contrary to most roguelikes, you don't need to keep your party alive to succeed, and even a total party kill isn't a game over, as new heroes for hire are free and there are usually several teams available anyway. But unless you got Experienced Recruits, the new heroes are hired at level 0 without any stuff, so replacing heavy losses (especially high level ones) makes you lose trained skills and upgraded weapons[=/=]armours.
** A party can leave a dungeon with the loot at any time. The problem is that doing this gives a lot of stress. Using this tactic to play safe and farm experience and items isn't advised, as you may end to spend more gold than you gain to balance the effect of this gain of stress.
** However, there is [[VideoGameCrueltyPotential nothing stopping you]] from [[YouHaveOutlivedYourUsefulness firing the stressed heroes]] [[WeHaveReserves and hiring more in their place]]. Given that there is a [[ArbitraryHeadcountLimit maximum number of heroes that can be employed at the same time]], and that heroes are free, it may be in your best interest to replace a very stressed low-level hero with a fresh one able to fill a similar role, instead of sinking time and money to remove their stress and their quirks.
* CosmicHorrorStory: [[spoiler:The final scene, and especially the truth about the Heart of Darkness, reveals the entire thing to be this.]]
* CrateExpectations: Crates are one of the common curios and can be found in nearly every dungeon.
* CrapsackWorld: The Darkest Estate and the hamlet are in ruins, corruption is spreading, horribly disfigured monsters rampaging unchecked, and all of this because of your relative's selfish desires. Attempts to fix it can also go horribly horribly wrong, with your heroes dying or being driven to madness. None of this is helped by the game's overall very grim art design and tone.
* CrazyPrepared: It often pays to play like this. Even when you might be coasting through dungeons with a team of fully-upgraded level 6 heroes, you never know when the game will take the RNG and beat you over the head with it like a baseball bat, which means that bringing along some extra supplies and planning your moves carefully can make the difference between you coming home with a bunch of loot, or coming home with a few less heroes.
* CreepyCrows: A crow is part of the Estate's coat of arms. There's also the Shrieker, a giant eldritch-warped crow that will steal your trinkets past a certain point in the game; the update page that introduced it even draws comparisons between the two.
* CriticalExistenceFailure: AvertedTrope once a hero hits 0 health and is at Death's Door -- they aren't dead ''yet'' (and in fact can potentially survive several more hits if the RandomNumberGod smiles upon you), but they'll have a significant stat penalty.
* CriticalHit: A ''very'' big mechanic in this game -- in addition to doing more damage from them and generally messing with the statistic as is fairly normal for RPG games, critical hits from the players' characters can reduce the party's stress while enemies doing critical hits are also liable to cause stress to them. Causing more critical hits is also a redeeming factor to letting the light get lower (which makes monsters become stronger) in addition to finding more loot. After the Fiends and Frenzy update, even healing skills can crit, and in their case, the targeted hero gets 4 stress relieved (enemies can crit-heal too, but they only benefit from the increased health gain).
* CrystalDragonJesus: The Light and its followers appear to fill this role. A cross with a circle in it seems to be its symbol, appearing in the Abbey and on the Vestal's tome and skills. Abandoned confessional booths appear in the Ruins, and [[HolyBurnsEvil holy water can be used to cleanse curios]]. The Vestal, in some circumstances, recites what appears to be some kind of scripture similar to [[TheBible the Bible]]. Though possibly unintentional, the faith of the Light also bears a certain resemblance to Zoroastrianism: several bits of dialogue reference the holy flame, and there seems to be a strong emphasis on physical and spiritual cleanliness.
* CuriousAsAMonkey: A hero with the Curious or Compulsive quirks has a high chance of putting his or her hands on a dungeon curio without being prompted because they want to see what it is, how it works, or what's inside. [[CuriosityIsACrapshoot That's never a good thing]]. Unlike any of the other "-mania" quirks, Curious and Compulsive don't have a specific curio type that the hero is fixated on; they'll muck around with literally ''everything''.
* CursedWithAwesome: Some of the negative quirks, while disadvantageous, can be beneficial to the right class. A Jester having rabies gets 20% increased damage for instance, with -10 ACC, which it can negate with his Battle Ballad buff, or the God Fearing quirk which logically makes the hero count as religious for added effect to being a target of some of the Vestal's unique camping skills.
** The "Never Go Back" trait is either this trope or BlessedWithSuck, depending on the player. [[spoiler:All heroes who have successfully completed (not attempted, for whatever reason) a mission in the Darkest Dungeon will refuse to ever go back and will no longer count as part of the roster. These heroes are to grind money in high level dungeons to help foster their replacements up to level 6. You can have a roster size of ''thirty nine mercenaries,'' but you still must invest the time and gold into shaping up the replacement heroes to send into the final dungeon.]]
* CurbStompBattle:
** The game is built and maintained to avert this trope, as obscenely high-level heroes will refuse to enter easy missions. This is obviously made to prevent people from grinding the easy dungeons for easy loot.
** However, the game won't prevent you from doing the inverse. In fact, an achievement encourages you to bring a team of level 0 heroes into the final dungeon. Aside from said achievement, [[VideoGameCrueltyPotential there's literally no reason to do this.]]
[[/folder]]

[[folder:D-L]]
* DamageIncreasingDebuff: Rabies is a sickness that will grant you a boost in damage but a lot less accuracy. The right trinkets can alleviate the accuracy loss and turn the sickness into a straight boost.
* DamageOverTime: Bleed and Blight status effect will drain hit points every turn. When effects stack, it can become a disaster potential.
* DarkAndTroubledPast: The general trend of the hero origin comics shows that all of the heroes have this in some form, otherwise they wouldn't be wandering around as mercenaries for hire in the first place.
* DarkFantasy: Dark, muted colors? Yes. Death is a regular occurrence where anyone can die? Yup. Insanity and stress abound? Oh you'd better believe it!
* DarkIsEvil: Used for a gameplay mechanic for venturing deeper into the dungeons -- better loot is found as your party trudges lower... while their torch struggles more and more to actually provide light. As the light gets lower, monsters get faster, hit harder, and are more likely to surprise the characters and less likely to be surprised themselves, and characters will get more stressed.
* DarkIsNotEvil: The Occultist Hero is a master of dark and forbidden magics. He's also one of the best healers and an extremely powerful support.
* DarknessEqualsDeath: The darker it gets, the more dangerous the enemies are, they more likely they are to get the jump on you, and the faster your heroes will [[HeroicBSOD break]]; however, the enemies are also more vulnerable as your crit chance increases and the loot is proportionally better, making the risk worth it if you can manage it.
* DeadManWriting: Sort of. The Narrator, which is the only voice you'll ever hear in the game, is dead before you arrive on the scene, yet provides commentary for just about all your actions.
* DeadlyDecadentCourt: When the Ancestor was young he ran one of these, legendary for its debauchery and orgies. [[StartOfDarkness It got worse when a strange woman arrived in court...]]
* {{Deconstruction}}: The game seems to generally be made as one for the dungeon crawler genre. Supplies are a factor, the terrifying enemies wear on your characters as they probably would to actual people and the Affliction System make for flawed individuals in your party instead of a bunch of [[OneManArmy One Man Armies]].
* DefendCommand: Crusader's Bulwark of Faith or Leper's Withstand increase their protection stats but costs a turn.
* DemBones: Undead enemies of various stripes are common enemies in the Ruins, though they have a slight chance of appearing elsewhere. They can range anywhere from heavily armed, axe-swinging brutes to courtiers who splash your heroes with goblets of burning acid. The Crusader ''really'' likes cleaving through them, getting bonus damage against Undead with most of his abilities. One of the downsides is their 100% resistance to bleeding effects (for obvious reasons).
* DespairEventHorizon: The Hopeless affliction; heroes who suffer this breakdown will frequently flee, seize up and do nothing, [[DrivenToSuicide injure themselves to get it over with faster]], and proclaim TheEndIsNigh, stressing out the rest of the party.
* {{Determinator}}:
** It's possible for a character to become Virtuous when their resolve is tested, reducing their stress drastically and giving them huge stat increases. Considering what they've had to go through to get to that point, not undergoing a HeroicBSOD certainly makes them this.
** It's possible for heroes on Death's Door to never actually be killed, due to death being a random chance each time a hero on death's door is struck.
** The Gibbering Prophet is definitely one, considering how many times the Ancestor tried to kill him and failed.
** If you are wiped or retreat from an expedition in the Darkest Dungeon, the surviving heroes in the hamlet will gain ''double'' resolve Experience for the next week, making getting a new party ready to retry that expedition faster. Even knowing (or [[NothingIsScarier not knowing]]) the horrible fate of their predecessors makes them all the more determined to put down the horrors of the Dungeon once and for all.
* DevilButNoGod: Played with. While we don't directly see any entities that mortals would call benevolent, the genuine supernatural abilities of various Light-following characters, the holy visions heroes can receive while praying, and the powers of certain shrines of the Light imply that there is at least one benevolent being opposing the darkness, despite the Ancestor's skepticism. This leaves two alternatives: [[spoiler:Either the Heart of Darkness is lying about its cosmic supremacy, or it's empowering Light-followers for its own hideous ends]].
** [[spoiler:This being said, the Heart of Darkness clearly empowers the Occultist's dark powers rather than the light (as the Occultist calls It the face of his tormentor), so this combined with the ''rather impious'' Ancestor's history makes for a virtual guarantee that the narration is unreliable, and the Ancestor (or the avatar masquerading as him), or the Heart, or both are lying. Given that the Ancestor speaks in the first person in the final boss fight, betrayal is certainly possible, even likely.]]
** [[spoiler:As the Heart of Darkness seems not to have planned to lose and the Light still supports the heroes until the end, it is pretty likely that there indeed is a God who is well meaning towards humans and the heart did lie. It really has no reason to tell all of the truth, after all, and it gave a breaking speech after its defeat. In addition, given its propensity for arrogance, it is very possible that it outsmarted itself in giving the Occultist his dark powers. Bonus points if the Occultist is the one to land the killing blow.]]
* DidYouJustPunchOutCthulhu: Is also possible. [[NintendoHard Just very difficult to do so.]]
* DifficultySpike: The jump to Champion-level Dungeons hits hard, as even the lowliest mobs get great boosts to their combat capability, the large creatures you were already facing before reach their true killing potential, the stress flow ''skyrockets'', making stress healers a must, and Elite mobs start showing up, which will utterly destroy you if your backline damage is lacking. The shift in difficulty is bound to end in at least one failed expedition if you're not ready.
* DisasterDominoes:
** If a hero breaks under the strain, very often their reactions cause stress in their companions, who can then break, in turn causing more stress - you can end up with all four of your heroes severely compromised by afflictions.
** This becomes more apparent with critical hits: If a hero is hit with a critical hit, the surrounding heroes become more stressed out; if multiple (or even all) heroes are hit... well, you can guess where that is going. This, however, can work in your favor, as well as the same rules apply to your enemies (just that it relieves your stress instead of increasing it).
* DownerEnding: According to the Ancestor, once you've slain [[spoiler: the Heart of Darkness]], your victory is meaningless because [[spoiler: as the Heart is only merely defeated and sent back into slumber, to awaken later on to destroy the world.]] In addition, [[spoiler: the Heir is implied to have committed suicide and become a ghost haunting the Estate]]. Then again, [[spoiler: as it points out before the final battle begins, [[UnreliableNarrator the Heart is a deceptive monster and could easily be lying about everything]], and the scene where the Heir is implied to kill themselves is ambiguous as to whether it was from the Heir's perspective or the Ancestor's.]]
* DreadlockWarrior: The Hellion's hair on the sides of her head is arrayed into cornrows. The Arbalest has her dreadlocks pulled back into a ponytail.
* DrivenToSuicide: Your relative shoots himself in the head after sending the letter. From his dialogue, it seems he did this to prevent his own capture when townsfolk were storming the manor to make him answer for his misdeeds. Your heroes too can succumb to this if they become afflicted with Hopelessness or Masochism.
** In the final cut-scene, after the Ancestor explains the horrible truth behind [[spoiler: the Heart of Darkness, ''you'' are implied to succumb to this fate, as you are unable to bear the knowledge that all of your sacrifices were ultimately meaningless in the face of humanity's final inevitable extinction, though it's not confirmed if it was you or if the scene was a flashback of the Ancestor's final moments.]]
* DrowningMySorrows: Alcoholism is just one affliction that characters can get as the stress makes them crack.
* DungeonCrawling: Explore the hostile areas of a destitute estate to scout them, look for treasures, and clean it of monster presence.
* DungeonTown: Occasionally, the [[WackyWaysideTribe Brigands]] will raze the Hamlet, leading to a dungeon crawl to retake it and kill their leader, the bomb-flinging Vvulf.
* DysfunctionJunction: When the quirks start to pile up, your characters WILL end up like this unless you sink a lot of time and money into treating them. Any hero that has went through more than three expeditions is almost certain to have some sort of mental trauma.
** The extra materials such as the comics and the character lore make it clear they aren't that better off when they step off the stagecoach. "Dysfunctional" ends up not even beginning to describe it.
* DugTooDeep: The reason everything went to hell. Turns out exploring and uncovering the dark cellars of the manor wasn't a smart idea.
* DummiedOut: Several features and items are in the game's code that are not in the current released game. Some of these unused items may appear in the game later as part of an update.
** An icon and several pieces of dialogue exist for a "Hobby" camp skill. Said dialogue reveals some information not mentioned anywhere else in the game, such as [[spoiler:the Highwayman writing poetry, the Hellion learning to read, and the Vestal [[{{Fanservice}} shaving her legs]].]]
** An unused musket-wielding hero has a ''ton'' of dialogue, including "Hobby" skill dialogue (this is likely the "Musketeer", a reskin of the Arbalest that is going to be made available to those who kickstarted the game).
** An unused item reveals that [[spoiler:the game's ViciousCycle]] may be worse than previously implied.
--> [[spoiler:''Ancestor's Portrait: [[GroundhogDayLoop Though painted a hundred years ago,]] [[IdenticalGrandson the resemblance to you is uncanny.'']]]]
** "Prosperous" was once going to be a virtue. A description for it states that an affected hero would have "increased treasure draws."
** The data also holds several unused quirks.
*** The Darkest Dungeon itself once had adventurer, tactician, explorer, and phobe quirks associated with it, like the other dungeons, implying that heroes could once return to it after completing one mission.
*** All the dungeons, including the Darkest Dungeon, also had survivor and master quirks associated with them as well (for instance, a Cove Survivor and a Ruin Master once existed).
*** Other unused quirks include tither ("pays extra gold for all Abbey activities"), too boastful (no description), inspired (no description), and leprosy ([[ShapedLikeItself whose description just says "leprosy..."]]).
* DungeonBasedEconomy: The player inherits a hamlet beset by horrors unleashed by their ancestor and hires parties of adventurers to delve into their lairs and recover loot and family relics, used to upgrade buildings in the town.
* AnEconomyIsYou: You and your roster of heroes, anyway. All interactive buildings in the town are here to recruit, take care, and upgrade heroes.
* ElaborateEqualsEffective: Weapons and armors becomes more elaborate as the Blacksmith levels them up, but the only noticeable difference is in the statistics they bring.
* EldritchAbomination: The game's setting is partly inspired by Lovecraftian stories, with eldritch horrors erupting across the family’s ancestral estate.
* ElectricJellyfish: The Deep Stingers found within the cove attack with "[[TheParalyzer Shocker]]" to paralyze a character and deal weak damage.
* EnemySummoner:
** Every fight with [[BlobMonster Ectoplasms]] is basically a struggle to finish them off before they use their [[WeaponizedOffspring Cytokinesis ability]].
** The Brigand Cannon boss summons brigands to fight alongside it and a special "matchman" who will fire the cannon to devastating effect [[ShootTheMageFirst if he's not taken out]] by the end of the round.
** The Drowned Crew's Captain can summon another crew member to lock down your front row character during the battle.
* EquipmentUpgrade: The Blacksmith in the Hamlet is responsible for upgrading the heroes' weapons and armors.
* EstablishingSeriesMoment:
** The first loot chest you encounter (during the tutorial) is always booby trapped and, unless a defeated bandit just ''happened'' to drop a key (extremely unlikely), there's no way to safely open it -- a very pointed lesson that this game is not generous to you at all.
** It's quite likely to get defeated during the tutorial. If this happens to you, it should also give quite a good idea on what to expect from the game.
* EverythingTryingToKillYou: Dungeons are for video game standard incredibly hostile environments. Any hallway and room is an occasion for exhausting fights, harmful curios, and traps.
* ExperienceBooster: The Ancestor's Portrait multiplies the experience earned by a hero of 50% at the cost of an increase in stress damage.
* ExpositoryGameplayLimitation: the first few times you access the Hamlet, many of the interactive buildings are closed down so that new players can focus on one gameplay mechanic at a time. The first unlocked building will be the Stage Coach to introduce the player to recruiting heroes, then the Abbey and Tavern for stress relief after an expedition, then the Guild and Blacksmith to upgrade heroes as they level up, then the Nomad Wagon and Survivalist for the more advanced Trinket and Camp Skill mechanics.
** This goes on with the hero selection: The tutorial always hands you a Crusader (tank) and a Highwayman (damage dealer). And while the selection of the Stage Coach is usually randomized, the first one arriving will always contain a Vestal (healer) and a Plague Doctor (debuffer). Thus, you are guaranteed to have a balanced party for your first true foray into the dungeon.
* EyepatchOfPower: The Man-At-Arms wears one.
* EyeScream: The "Prophet" boss ''tore out his own eyes'' when the Ancestor showed him what lay beneath the manor. Worse, he now carries them in his hand...
* EyesDoNotBelongThere: The Darkest Dungeon itself is home to some of the most... "sightly" disturbing monsters. Some of which have eyes scattered around their bodies.
* FaceDeathWithDignity: Some of the classes -- most notably the Man-at-Arms, Occultist, and Leper -- are very accepting of [[spoiler:being utterly destroyed by the Final Boss's one-hit-kill]]. Others, not so much.
* FailedASpotCheck: Thanks to the RNG deciding how the party reacts when meeting enemies, it is possible to be surprised by a group of four humanoids standing in the middle of a fully lit corridor.
** It goes both ways; groups of monsters are ''more'' likely to be surprised by you sneaking up on them with your torch at maximum brightness.
* FantasyCharacterClasses: Most of classes fit well into a fantasy class archetype, though they don't have the most common stereotypical name.
* FeaturelessProtagonist: The player is the owner of the estate, attempting to uncover the portal's secrets and redeem the family's name; the tutorial involves them being escorted to the Town by a Crusader and Highwayman.
* FesteringFungus: The Weald has been invaded by mushrooms that grow everywhere. Corpses are taken over by the fungus, which controls them to a degree, and even Giants have mushrooms growing out of their back.
* FightingYourFriend: The Siren Boss can enthrall one of the party members to temporarily fight by her side.
* FinalBossNewDimension: [[spoiler:When you begin the final battle, you are brought into another dimension which looks like a WombLevel after strolling through the cosmic void.]]
* FinalDeath: If a hero dies, [[KilledOffForReal they STAY dead.]] There is a rare town event that can bring back ONE fallen hero, but they are raised with an affliction and NO skills -- they have to be rebought from the ground up.
* FixingTheGame: Having the quirk "Known Cheat" forbids a hero from gambling in the tavern. Heroes can start with this quirk or randomly acquire it by gambling.
* FishPeople: The Pelagics of the Cove.
* FoodSlap: [[DemBones Bone Courtiers]] have the ability "Tempting Goblet", which involves throwing their cup of wine in a hero's face. Considering that this causes ''physical injury'' on top of upsetting them (stress damage), it must be some ''really'' bad wine (who knows how many centuries out of the bottle; being irradiated by the concentrated awful pouring off the local EldritchAbomination might have something to do with that, by the way).
* ForcedTutorial: The tutorial is the prologue of the game, when you lead a Crusader and a Highwayman through a forest to the town, followed by the arrival in the town, which also gives some gameplay explanations.
* ForDoomTheBellTolls: Whenever a character is about to die. Also, the Vestal's "Judgement" ability has the sound effect of a bell toll.
* {{Foreshadowing}}: In the launch trailer, the Ancestor claims that the Heir and their heroes will soon become "a part" of the Darkest Dungeon "as [he has]." [[spoiler:As it turns out, the BigBad ends up using the Ancestor's body as its vessel during the final battle.]]
** Also, there's a ghost that urges you to turn back, a "Transcendent Terror," as the Ancestor calls it, as the Heir goes to the Manor. [[spoiler:It's you.]] The tone of the Ancestor is pointed as well, "You '''will''' go to the winding road," "You '''will''' be beset by brigands..." [[ViciousCycle as if the whole thing]] [[HistoryRepeats has been done before...]]
* FourFingeredHands:
** Especially apparent when the Occultist casts a Vulnerability Hex or a Weakening Curse.
** Zig-zagged with the affliction and virtuous portraits. Some of them have four-fingered hands, while most of them have five-fingered hands.
* FreezeFrameBonus: [[spoiler:The silhouette in the carriage in the epilogue is the same as the Heir's in the prologue.]]
* FriendOrIdolDecision: The game can actually force the ''player'' into this situation. There's a limited amount of space in your inventory, and sometimes you might need to choose between a valuable bauble or important supplies. On that note, [[VideogameCrueltyPotential you only need to keep one hero alive to make it out with all the treasure you've collected...]]
* GameMod: It's easy to create your own by messing with the game's balance and art, since the icons and backgrounds are mere png files, and the game's stats are coded in files that can be easily edited with any text editor. There also are several mods which add homebrewed character classes.
* GameplayAndStoryIntegration: The Ancestor no longer does color commentary when the party faces the final boss. [[spoiler:It's because you're facing him, or at least some remnant of him absorbed by the Heart of Darkness.]]
* GameplayAndStorySegregation:
** Hunger is a semi-random event that disregards how much food you've already eaten, meaning it's possible to eat all your food to restore HP ''then'' have it strike.
** Even good meat can be made bad when in contact with putrefaction. See ImAHumanitarian below.
** The name for the Vestal class is apparently just a name, since it's entirely possible for them to have a sexually-transmitted infection when you hire them and go to brothels thereafter.
** The torchlight mechanics are basically a way to manipulate risk/reward ratio and don't make a lot of sense if you think about it:
*** Somehow it's easier to find more stuff when the characters can barely see what's in front of them. One of {{The Narrator}}'s quotes seems to HandWave it by saying that it's easier to notice glinting gold -- but nothing would glint in complete darkness.
*** Conversely, it's easier to surprise enemies if you carry a blazing light with you -- even if normally it would make you visible from a much larger distance while crippling your ability to see anything beyond the illuminated area.
** When walking backwards through a corridor, characters will often express worry that someone will ambush them like that. However, it quickly becomes obvious that the game is not programmed to have an encounter where the enemies attack you from the back. The characters being stressed is the only penalty.
* GiantEnemyCrab: They have a thing for your heroes' arteries.
* GiantMook: Each area has a unique one, as well as two common to all areas: Brigand Bloodletters (all), Ghouls (all), Unclean Giants (Weald), Bone Captains (Ruins), Swinetaurs (Warrens), and Uca Crabs (Cove). All of them have high health and can hit very hard, and usually have an ability that hits all party members.
* GoMadFromTheRevelation: Tomes, artifacts, and occult scrawlings occasionally impart knowledge of ThingsManWasNotMeantToKnow to the character that interacts with them, increasing their stress and bestowing potentially harmful quirks. The "Prophet" boss also has this in his back story -- the Ancestor showed him what lay beneath the manor and his intentions, driving him mad.
** [[spoiler: This is also the fate of the Heir, as he is DrivenToSuicide upon learning the secret of the Darkest Dungeon]].
* GuysSmashGirlsShoot: AvertedTrope. Many of the melee classes are male, though there are also classes with close-combat capabilities that are female. The Hellion is probably [[BloodKnight the scariest one]], actually.
* GuideDangIt:
** While the tutorial does brief you on the basics, a lot of the content is left for the player to discover, which can lead to this. One example is the availability to use certain items on specific objects found in the dungeons, some of which aren't obvious.
** A particularly cruel example of this is the fact you can escape from battles. The game doesn't tell you this until ''after'' you have [[FinalDeath lost a party member]]. In addition, the button for it is small and non-obvious.
* HardModePerks: Played with in the light system:
** At high light levels, your party can see further in the dungeons, are more likely to spot enemy formations, loot, and traps from further away, have a better chance to ambush enemies/avoid being ambushed themselves, and stress gain is reduced.
** When the light gets low, enemies move faster and hit harder, ambushes are more likely, the party is less likely to spot objects of interest from further away, and stress climbs much faster; however, the party also gets higher crit chances and loot drops become worth much more. Low light is extremely risky, but also offers greater rewards, and good use of the boosted crit rate can kill enemies much faster and keep stress down, helping mitigate the drawbacks somewhat.
** Also, some trinkets give benefits depending on the level of the light source, giving high-damage/low-defense traits, or some alternative thereof.
* HealerSignsOnEarly: The Vestal and Plague Doctor are your guaranteed third and fourth recruits, thus your first quest will have a healer and someone able to cure blight and bleed.
* HealingSpring: The Brackish Tide Pool in the Cove can Stress heal and give back a small amount of HitPoints... provided you use an antivenom on it. otherwise it gives you either a terrible resistance debuff or a disease.
* TheHedonist: The older relative/narrator, whose actions bankrupted his family and brought about the corruption. [[MyGodWhatHaveIDone Though he has come to regret his actions.]]
* HellIsThatNoise: As torchlight fades, the background music becomes more oppressive and dire, while ambient noise get louder and more distinct, full of whispers and other wicked things. It does not make a soothing song.
* HeroesLoveDogs: The Houndmaster's dog nuzzling up to any of the heroes results in a massive stress reduction.
* HeroicBSOD: When a hero's stress reaches capacity, his or her resolve is tested. One of two things may happen. One of them is becoming completely stressed out will cause a negative affliction that will cause extremely negative effecs towards the party and themselves. They can become abusive, suicidal, depressed and more.
* HeroicMime: [[ZigZaggedTrope Sometimes.]] The narrator is the main voice of the game and is always legible. Many human enemies grunt as they attack or get hit but don't actually say anything. The hero classes which you control make no audible grunts but frequently speak in text bubbles.
* HeWhoFightsMonsters: [[spoiler:A Trampled Journal describes a Man-at-Arms whose party with a Highwayman, an Occultist and a Crusader were progressively killed and left him alone, starved and half-mad, seeking revenge for his allies as he stayed in the ruins' house without any light to ambush the cultists and brigands from the shadows.]]
* HeroicSacrifice:
** If you retreat from an expedition in the titular Darkest Dungeon, a random hero will have to stay behind to fend off the horrors of the dungeon while the rest escape, effectively pulling one of these.
** [[spoiler:The Journal of Darius, Highwayman ends with him writing he is bleeding to death after trying to hold off what was apparently the Shambler, with one of the two fleeing survivors of his party having lost an arm and constantly yelling [[MadnessMantra Shambler!]]]]
** Enforced in [[spoiler:the final battle]]. You need to choose who will sacrifice themselves. Some characters are more willing to sacrifice themselves than others.
* HeroicWillpower: Sometimes, when a hero's stress is maxed, their resolve comes back in full force, giving them a virtue instead of an affliction. This will give them ''tremendous'' boosts to stress and all stats, and makes them completely immune to heart attacks. Depending on the virtue, they may buff allies or heal their stress gradually by shouting a BadassBoast, or heal themselves from damage or stress. Stalwart heroes, for example, heal their own stress so effectively they rarely need stress relief in the Hamlet after the mission.
* HiddenEyes: ''Literally every person in the game''. Clearly an intended style choice for the game's artwork. The only characters with visible eyes are some of the monsters and the Gibbering Prophet, who has visible eyes due to ''[[EyeScream holding them in his hand.]]''
* HideYourChildren: Children aren't present at all in the game.
* HintSystem: Tips, unless disabled, will appear the first time you're confronted to the related situation, such as a hero becoming Afflicted. The game also takes pleasure in only indicating to new players that a party can flee a fight or a dungeon only after a hero dies.
* HistoryRepeats: Heavily implied, by both the narration and the cutscene, [[spoiler:to be the ultimate fate of the world when fighting this darkness]].
* HoistByHisOwnPetard: The party has a chance to be surprised when meeting an enemy party, thus altering the party's formation and its combat usefulness (each abilities is useful in specific position inside the formation). Mooks have abilities which disturb the formation, too; sometimes, using them against a party which formations have already been disturbed can send back the heroes to their optimal position.
* HollywoodHeartAttack: Let a hero get to 200 Stress, and a heart attack will knock your hero down to Death's Door and pull their stress back to 170. If they were at Death's Door / They hit 0 hp + 200 stress simultaneously, however...
* HookerWithAHeartOfGold: There is a quirk that will make it so that a hero can only visit the brothel to relieve stress. Its name? '''Love Interest'''.
* HopeSpot: Whenever a hero's resolve is tested and they succeed in gaining a HeroicSecondWind, it doesn't mean that you'll sail smoothly to victory. Likely, you'll still have to fight tooth and nail to get yourself out of whatever situation nearly put your hero over the edge in the first place. [[ShootTheShaggyDog And if you don't...]]
* HubCity: The hamlet allows recruiting additional heroes, and for characters to upgrade, and rest at the Tavern or the Abbey to keep their stress in check. The hamlet boasts 9 buildings, eight of them with an Upgrade Tree of its own, and an illustrated Vendor and background.
* HyperactiveMetabolism: Downplayed. You do get health back from eating food, but the amount is negligible to the point of not being worth it unless you bloat yourself, which will come back to bite you in the ass when the party gets hungry; it is possible to heal a higher amount of health while camping by eating a copious meal. You also cannot heal yourself with it in combat.
* ICallItVera: The final weapon and armor upgrades for each hero gives their equipment a unique name.
** Abomination: Damnation's Gift / Inhuman Bondage
** Antiquarian: The Sarcophagus / Timurik's Bottomless Bag
** Arbalest: Millicent / Survivor
** Bounty Hunter: The Widowmaker / Death's Head
** Crusader: The Long Crusade / Zealous Conviction
** Flagellant: The Burden / The Testament
** Grave Robber: The Razor's Edge / Shadowlace
** Hellion: The Wolf's Tooth / Wolf's Pelt
** Highwayman: Thunder and Lightning / The Uncatchable
** Hound Master: Lawbringer / Gendarme's Pride
** Jester: Slash and Solo / The Cruelest Crown
** Leper: The Broken Blade / Indomitable
** Man-at-Arms: Bludgeon / The Bulwark
** Musketeer: True Shot / Champions Regalia
** Occultist: The Mentor's Skull / Dark Inquisition
** Plague Doctor: The Bubonic Herald / The Malignant Mantle
** Vestal: The Hand of Light / The Blessed Bulwark
* IdiosyncraticDifficultyLevels: The game has three difficulty levels, named "Radiant" (easy[[note]]well, ''less'' hard, though the game mentions that it is far from turning it into a cakewalk[[/note]]), "Darkest" (normal[[note]]initially refered as "normal", since it was the only difficulty level[[/note]]), and "Stygian" (hard[[note]]before the release of the Radiant upgrade, this was named "New Game Plus" and was unlocked once the game has been completed once in normal difficulty[[/note]]). ''The Crimson Court'' renamed "Stygian" into "Bloodmoon".
* IDontLikeTheSoundOfThatPlace: The default name of the town is "The Darkest Estate". You can replace it with anything you want (though it will be "The X Estate").
* ImprobableAccessoryEffect: Many trinkets are small objects implied to be enchanted in some way, but still, a coin that increases the speed of an Antiquarian or a helmet that increases scouting chance can be a little egregious.
* InexplicableTreasureChests: Many curios hold treasures in the dungeons granted you use the good supply to guarantee the treasure. Some of these stashes include old tree stumps, corpses, or chariot full of rotting bodies.
* InformedEquipment: When you upgrade the equipment, their icons change into prettier versions of themselves, but the character sprites don't change to reflect that.
* InelegantBlubbering: Your heroes can be reduced to this through negative afflictions.
* InformedFlaw: A number of quirks can have little to no effects on certain heroes. For example, the Jester and Leper (who only have melee attacks) are completely unaffected by quirks that affect ranged skills, and the Arbalest is similarly unaffected by melee-affecting quirks. Since a character can only have six quirks of each type, this ironically means an InformedFlaw can be quite valuable since it takes up space that could otherwise contain a genuine flaw, while an InformedAttribute is a drawback.
* ImAHumanitarian:
** The Swines instantly come to mind.
** At first glance, the people of the Estate would appear to fall into this as well. If you use medicinal herbs on a Dinner Cart in the Warrens (a carriage full of various human carcasses, that looks remarkably like a feeding trough), you get food that can be eaten with no drawbacks whatsoever. All heroes, including the Vestal (a nun for all intents and purposes), may say a victorious line upon retrieving food from it.
* InterchangeableAntimatterKeys: The keys sold before venturing into dungeons are named "skeleton key" and can indeed open any locked chest or cabinet found in the dungeons. It doesn't explain why they disappear after being used (especially if you tried to use a key on an object which didn't need it).
* InterfaceScrew: After completing first Darkest Dungeon quest, icons will randomly show eldritch abominations when you interact with them.
* InventoryManagementPuzzle: You have a limited amount of space for loot in dungeons. Your starting supplies count against this; this can force you to decide between, for instance, leaving behind a valuable treasure or that antidote you were hanging onto just in case. Items and treasure do stack, but only to a limited degree.
* ItsAllAboutMe: The Selfish affliction a character can receive from a HeroicBSOD. It causes them to react poorly if any other party member receives a heal, buff, or kill, stressing them out.
* ItsUpToYou: The older relative, having become insane and burdened with guilt, leaves the redemption of the family name to you in his will, hoping that you can uncover the portal's secrets, reclaim your birthright, and take the estate back from the madness that he unleashed.
* JerkAss: The Abusive [[HeroicBSOD affliction]] turns your hero into this. No matter what the rest of the party does, the JerkAss will insult or belittle them for it ([[ComplainingAboutRescuesTheyDontLike even healing them!]]), and will dish out TheReasonYouSuck speeches to their allies like candy. Unsurprisingly, this is one of the worst afflictions, and can drag even a stable party into DisasterDominoes quickly. Better pray to that RandomNumberGod...
* JumpScare: After completing at least one phase of the Darkest Dungeon, [[spoiler:the images of various townsfolk in the hamlet will periodically flicker into images of [[EldritchAbomination Eldritch Abomninations]] and back]]. It might not be so startling if it wasn't abrupt, unpredictable, and likely while you're thinking pretty hard about other matters.
* KleptomaniacHero: Appears as a negative character quirk. It has two effects, the first causing the hero to have a random chance of automatically opening any loot containers the party finds[[note]] ''without'' using any item that would normally allow you to safely open/examine the container[[/note]], [[BoobyTrap even if it might not]] [[LastChanceHitPoint necessarily be the best idea]]; second, the hero has a random chance to [[ItsAllAboutMe claim for themselves any loot found]], effectively causing it to be {{Permanently Missable|Content}}.
* LastChanceHitPoint: The Death's Door mechanic; basically, once a hero takes fatal damage, they're put into a "dying" state, even if the damage exceeds their current HP. At this point, any further damage has a chance of killing them off, but any healing will reverse the effect and give them the LastChanceHitPoint back. Of course, with how sparse healing is...
* LightIsGood: The Vestal (and to a lesser extent, the Crusader) use the power of light in battle, offering healing, buffing, and debuffing with the added perk of [[DarknessEqualsDeath slightly strengthening the torch]].
* LoadingScreen: Happens every time you go from one location to another, such as from the Hamlet to a dungeon. Although ordinary expeditions will only have a picture of the dungeon and a tip, boss expeditions have a more flavorful drawing of the boss and the Ancestor narrating his history with them.
* TheLostWoods: The Weald is a sprawling forest whose rotted boughs host a hideous kind of fungi.
* LovecraftLite: Slightly. While general atmosphere and tone of the game is very bleak and depressing, your heroes can overcome any trials they face, and The Narrator states that there is indeed hope, and that the monsters ''can'' be beaten.
** [[spoiler:Subverted by the ending. [[CosmicHorrorStory There is no hope.]] Still barely applies, though, since you're still able to ''harm'' the thing, which isn't possible in a true lovecraftian nightmare. And that is if you don't subscribe to the theory the one telling you there was no hope was spitefully lying one last time]]
* LuckBasedMission: Basically, delving into any dungeon floor is invoking this, as the life of a hero or even the success of the mission itself can hinge on an (un)lucky critical hit, or a boss using a certain set of powerful moves that can completely wipe out the entire party.
[[/folder]]

[[folder:M-Z]]
* MaddenIntoMisanthropy: Ironically subverted with the Hatred of Mankind quirk, as it's considered positive because it causes the hero to deal extra damage to human enemies with no gameplay drawbacks. As a result, it isn't considered a result of madness.
* MagikarpPower: Combat buffs and debuffs. Players in the Apprentice difficulties will probably find most enemies are guaranteed to go down in one or two attacks after a few weapon upgrades on their heroes and those that can't can just be stunned, and see little reason to bother debuffing these enemies. In later difficulties, however, there will be tougher enemies that appear much more frequently that simply cannot be reliably dealt with so easily, making buffing your heroes or debuffing your enemies much more certain to be worth the time.
* MaximumHPReduction: Several quirks and diseases can reduce the maximum health bar of a hero.
* MeaningfulName: One of the two starting characters is a Highwayman named Dismas. This is the traditional name of the "Penitent Thief" from [[UsefulNotes/{{Christianity}} Christian]] mythology who was crucified alongside Jesus. The other character is a crusader named Reynauld -- this is most likely a reference to Raynald of Châtillon, a controversial crusader knight who was eventually executed by Saladin himself. The fact that both historical characters met untimely ends is of course [[BlatantLies purely coincidental...]]
** With the introduction of the Highwayman's backstory comic, this takes an additional level of meaning, as he really is seeking redemption after one of his stagecoach robberies accidentally ends the life of a young boy and his mother.
* MightyGlacier: The high-health melee characters, namely the Crusader and Leper. The Crusader has the lowest base speed of all the heroes, and the Leper has substandard base accuracy in addition to low speed.
* MindScrew: Was it all an illusion? [[spoiler:Was the entire town DeadAllAlong and the travelling adventurers a motley of undead spirits unknowingly wearing biological monstrosities? Were your faithful companions and fellow townsfolk actually constructs of the final boss all along, their torment and sacrifice a ritual to feed the eldritch beast at the center of the world? ''Is humanity itself a horde of disgusting monsters made of blobs and eyes and teeth that literally see themselves as mere men''?]] Or have you simply gone insane from daring the actual Darkest Dungeon, the most intense fuck-fest of your entire life?
* MoneySpider: Played Straight most of the time as undead corpses, actual giant spiders, or cultists carry around treasures to loot. The one exception are slimes, which are fairly easy to kill but give no loot.
* MoonLogicPuzzle: Good luck trying to figure out how to safely interact with some of the objects found in the dungeon, especially since misusing an inventory item completely wastes it. We'll give you a bit of help:
** Keys can be used on treasure chests, left luggage, locked sarcophagi, and locked cabinets to disable installed traps. But already unlocked strongboxes are impossible to make safe.
** Shovels are normally used to clear obstructions in corridors, such as thorny thickets and stone rubble, but they can also be used to dig up shallow graves, clear off barnacle crusted chests, smash open locked display cabinets, locked strongboxes, and locked sarcophagi at cost of destroying some of the contents, or prop open giant oysters... and ''do not'' use them on bas reliefs or decorative urns.
** Bandages are obviously used to treat bleeding, but they can also be used as protective handwraps, allowing for the safe exploration of spider webs, old corpses, and blade racks.
** Holy water can be used for temporarily improving a hero's resistance to blight, bleeding, disease, and debuffs, or for rituals involving assorted religious objects, such as confessionals, fountains, and altars. But it can also be used to dissolve the diseased ashes in funerary urns or cleanse piles of bones, cleanse troubling effigies to give a positive quirk, and draws the ire of the Elder Gods if used on occult scrawlings.
** [[HealingHerb Medicinal herbs]] can remove combat debuffs. As well, they are used to disinfect myriad objects, such as alchemy tables, iron maidens, food carts and dinner tables.
** Would you expect that pouring precious anti-venom onto an old stump would yield treasure? Well, it does.
** In addition to lighting your path, torches can be used at an alchemy lab to completely refill your light. They can also be used to burn piles of eldritch scrolls to remove a negative quirk [[spoiler:or summon a Shambler at a Shambler's Altar]], but burning stacks of books stresses your heroes.
* MoraleMechanic: Stress is a core gameplay element of Darkest Dungeon. All heroes have stress bar that fills naturally as they spend time in a dungeon and suffer attacks. If that bar is filled to 100 Stress, heroes will potentially break down and you will partially lose control of their behaviour, which is a catastrophe in the middle of an expedition. It is up to the player to keep the heroes' stress down with ability or stress relief in the Hamlet.
* MutuallyExclusivePartyMembers: Crusaders, Lepers, and Vestals will refuse to participate in an expedition with an Abomination because their religious faith makes them abhor the monster within the Abomination.
* NarratorAllAlong: [[spoiler:The FinalBoss has possessed your Ancestor, like some infernal Meat Puppet, and has been the entity providing colour commentary all this time... [[UnreliableNarrator according to it, at any rate]]. The actual Ancestor has lines after the boss, and he's still the same bleak individual, and it's shown the Heir becomes an actual ghost, so it's also entirely possible this is a subversion.]]
* NeatFreak: The "Ablutomania" negative quirk theoretically turns a hero into this, the ingame description being "Obsessed with cleanliness". In the game, it makes him[=/=]her uncontrollably use curios tagged to interact with the quirk (fountains and pools of brackish water). It is one of the less impactful quirks due to the rarity of these curios and lesser drawbacks from not using supplies on them.
* TheNeedForMead: The inn provides three different services to allow heroes to recover from their stress: drinking, gambling, and visiting prostitutes.
* {{Necromancer}}: The boss of the Ruins, [[ExactlyWhatItSaysOnTheTin the Necromancer]].
* NeverTrustATrailer:
** The "[[https://www.youtube.com/watch?v=AQLxdHfMPF8 Terror and Madness]]" official trailer contains a shot of five heroes in a dungeon's corridor instead of the four who can be controlled, the Crusader and the Man-At-Arms doesn't look like their definitive version[[note]]the Crusader doesn't wear his helmet, the Man-At-Arms doesn't have his eyepatch and wields a mace without spikes, the "stress gained" symbol isn't the regular one but a black skull[[/note]] (those point could be just minor change in the art, though, since the trailer was uploaded in the end of 2013), the video shows a map of the dungeon which is way more complex than what is created in proper game, there is a shot of a very long corridor filled with a long stream of enemies (you never fight more than four enemies at once), and the Highwayman is shown scoring three successive attacks in the same round.
** The "[[https://www.youtube.com/watch?v=wjiBB3nBR-w House of Ruin]]" official trailer is more or less the opening cutscene, in which some of the animated scenes have been replaced by gameplay extracts assorted to an altered narration to fit the new scenes. The result implies that the Highwayman (who is shown to be the last survivor of a party) is the narrator, that the letter he is writing in the cutscene is a FramingDevice. The game is actually set after the player (a relative of the narrator) receives the letter, and no hero is supposed to be the player character.
** In [[http://cdn.akamai.steamstatic.com/steam/apps/262060/ss_c061b27f310adc7d61aaca5a4ee6a0edf3b6c1f9.1920x1080.jpg?t=1432832379 one of the screenshots featured on the Steam store]], the map of the Estate shows the Weald and the Warrens being both unlocked, while the Ruins isn't. It probably means that, at the point the developpers took the screenshot, the dungeons were progressively unlocked in a different order.
* NewGamePlus: After completing the Final Darkest Dungeon Expedition, you are given the option to start a new game +. Starting back from scratch, this mode that turns the already NintendoHard difficulty of the game UpToEleven by not only forcing you to have the default difficulty settings on at all times, but also adding on to monsters' AI. The Kicker? Having 13 heroes killed or not being able to complete the final expedition by the 91st week result in a GameOver and a deleted save file.
** UnwinnableByDesign: Already having [[spoiler: 11]] heroes dead by the time you reach the final expedition will eventually result in a game over, no matter what [[spoiler:thanks to the final boss's OneHitKill striking twice]]
*** Since the final boss [[spoiler:uses his OneHitKill at 2/3 and 1/3 of his HP, it is technically possible to kill him without losing any heroes by getting his health as low as possible without reaching the 2/3 HP limit (alternatively 1/3 if you're prepared to lose one hero) and then killing him in one hit from there. This way he'll be dead before he can cast his OneHitKill.]]
* NiceJobBreakingItHero: Nothing can ruin a seemingly successful expedition like your own heroes if one of them snaps under pressure and develops a particularly unmanageable affliction, like [[JerkAss Abusive]] or [[CloudCuckooLander Irrational.]]
* NintendoHard: It's a roguelike, so this is to be expected; if you don't know what you're doing, the dungeon will be your grave. Some of the more prominent examples:
** Healing outside of battle is very limited, healing abilities are not cent per cent reliable, and any character who dies is lost forever.
** Stress is difficult to deal with when inside the dungeon and can snowball into a colossal catastrophe if it goes out of control, adding very harmful quirks or making the characters break down when they would need to keep their cool the most.
** Stress effects are completely random. Your hero might shrug off his stress and become courageous, inspiring the rest of the party...or your tank could [[DirtyCoward become Fearful, fleeing to the back of the formation]], your healer becomes a {{Sadist}}, [[LeeroyJenkins bum-rushing the enemy with her dinky club]], and your damage dealer turns into a Masochist [[SelfHarm and gleefully turns her knives on herself]]. God help you if you get an [[DisasterDominoes Abusive]] hero...
** Your inventory is incredibly limited, leading to the dilemma of bringing enough torches and food to move through the dungeon and having enough space to gather the treasure from the dungeons. And if the lights go out, then your party will take constant stress damage, while both friend and foe gain high critical chances. On the other hand, treasure rewards are greatly increased...
* NotSoInnocentWhistle: A hero with the Kleptomaniac quirk suddenly make a whistle as the party gets to an easy treasure container (e.g. sacks, crates, backpacks) is something to dread. Hope there wasn't anything too valuable in it!
* NoCasualtiesRun: Nearly impossible as of the current version. [[spoiler:Even if you are lucky and skilled enough to reach the final boss without getting a single hero killed, you will always lose at least two heroes to it's insta-kill attacks. It ''is'' possible to [[https://www.youtube.com/watch?v=tGsTZtH8308 beat it without anyone dying]], however.]]
* NoodleIncident: Characters undergoing stress relief will occasionally get banned from or swear off certain activities after something goes wrong. The details are never revealed, but one can speculate based on the name and description.
-->They haven't let me in since "the incident"
* NoPartyLikeADonnerParty: When adventuring in the Warren it's entirely possible to get large quantities of valuable food by using medicinal herbs on a swine dinner cart, which are full of ''butchered human corpses''. [[GameplayAndStorySegregation Shockingly, this doesn't stress the party at all.]]
* NothingIsScarier:
** Thanks to the RNG, it is perfectly possible to explore half of a dungeon without a single encounter.
** Searching tents can lead to the searcher increasing their stress, because "The fate of the tent's occupant is revealed...".
** The Witness quirk, which can be inflicted from praying in the Abbey is also described vaguely as "after seeing troubling behavior, will not take part in the Prayer activity in town". One could [[PedophilePriest use stereotypes]] [[CorruptChurch of deviant and hypocritical church activities]] to guess it themselves, or possibly [[PathOfInspiration the abbey secretly houses a coven of mad cultists worshipping the Eldritch Abomination hidden in the manor]]. Which one of those two possibilities is worse? ''[[MathematiciansAnswer Both of them.]]''
* TheOldGods: Cultists rend for them. [[spoiler:In the final dungeon, this is inverted.]]
* OneHitPolykill: There are several abilities that can hit several mooks[=/=]heroes at the same time, like the Highwayman's Grape Shot Blast (a gunshot which scatters through up to three enemies in the front); targeting a group of very weakened enemies with one of those attacks can have interesting results. Conversely there are many enemy attacks that can hit multiple characters at once - if you have more than one at Death's Door, you could lose them all.
* OrganDrops: Slaying the Formless Flesh grants you its Heart. The Collector has a chance to drop organs which aren't his per se, namely the Heads of those under his control.
* OurCentaursAreDifferent: They're fat, diseased, have a badly deformed arm and swine from the waist down, rather than equine.
* OurVampiresAreDifferent: Mosquito/Human hybrids. The more power the Vampire has, the more hideous it becomes... Other "bloodsucker"-style enemies include corpses controlled by huge fleas.
* OurFounder: A rather depressing version. There is a statue of the Ancestor in the middle of the Hamlet. Clicking on it will allow the playing to replay to the Ancestor's memoirs, presented with the quote "In time, you will know the tragic extent of my failings".
* OurGargoylesRock: [[RockMonster Literally]]...which makes them highly resistant to regular attacks and bleed, and a real pain to try and stun. Fortunately, they're also undead, so the Crusader can tear them apart and the Plague Doctor can blight them.
* OurGhoulsAreCreepier: They're of the zombie variety, gigantic and like to adorn themselves with skulls.
* OurOgresAreHungrier: Though they're called giants, they're only about half again as tall as the heroes (although they admittedly have terrible posture). They also have toxic fungus growing from their backs.
* PaintingTheMedium: After the Siren uses her signature [[CharmPerson Song of Desire]] move, a quiet OneWomanWail can be heard for a while, singing in tune with the battle theme.
* PamphletShelf: [[ApocalypticLog The Ancestor's Journal pages]] are items you can sometimes find in dungeons. Each of these narrates a little story from the point of view of a hero.
* PigMan: The Swine of the Warrens.
* Plunder: The second and most profitable way to make money after expedition rewards. Plundering the corpse of your enemies or hidden treasures will give you extra cash to spend on taking care of your heroes, and is actually necessary because expedition rewards often don't even reimburse the cost of supplies
* PointAndClickMap: The quest selection screen shows an overview of the map, and the player is spared the journey to the dungeon when the mission is validated.
* PoisonIsCorrosive: Despite not having a circulatory system, skeletons can be blighted, and in fact have very low resistance to it.
* PosthumousNarration: The older relative is long dead, but joins the game to give commentary on the events and occasional bits of exposition.
* PowerEqualsRarity: The more powerful Ancestral Trinkets, Heads, or Music Boxes give better buffs but are rare drops from uncommon monsters.
* PrimalFear:
** The negative quirk of "Thanatophobia" (fear of death) is randomly gained when looking into an opened sarcophagus. It grants a higher stress gain when health is low...which of course can make things go from bad to worse.
** The lower the ambient light is, the quicker stress is gained.
* PunctuatedForEmphasis: A few of the Ancestor's quotes are quite aggressive in this fashion.
-->'''The Ancestor''': Continue the onslaught! DESTROY! THEM! ALL!
* PuppeteerParasite: The Weald is full of parasitic fungus that turns its infectees into contorted zombies.
* PyrrhicVictory: If the player suffers a TotalPartyKill ''after'' a boss has been defeated (via the Necromancer's minions, for example), the mission is still won. However, while you receive the mission rewards, you neither keep the spoils in your inventory nor any of your party members.
* RandomNumberGod: Notable even by roguelike standards; critical hits can happen completely at random, either for you or your enemy, and both the damage and the stress impacts they have on your party are significant, heroes at breaking point could go insane and receive anything from a minor affliction to a horrible one, or might even bounce back entirely, and so on. It's entirely possible for your maximum level Leper (who have the highest HitPoints of any class) with top weapons, armour and protective trinkets to take a single crit that sends them to deaths door and then get immediately killed by another enemy or the blight/bleed damage that accompanied the hit before you get a chance to save them.
* RagtagBunchOfMisfits: While some characters are trained warriors seeking glory or mercenaries trying to earn their pay, other possible classes include crazed jesters, lepers, grave robbers, highwaymen and other folk usually not associated with heroism. All of them are the only force that can stop the horrors of the estate from spreading.
* RareRandomDrop: Ancestral Trinkets, which provide extremely powerful effects, some of which border on game-breaking. In the same way, the very powerful Music Boxes Trinkets are very rarely dropped by the Madmen, as are the Goblets by the Bone Royalty.
* RealityEnsues: The game is a pointed deconstruction of the DungeonCrawler genre.
** What kind of people volunteer to explore dangerous, desecrated places? Glory seekers and fortune hunters that are not-quite-right at best, ruthless nutcases at worst. At any rate, definitely not the well-adjusted average individual.
** Getting badly hurt in frantic combat is ''highly'' stressful and wears down on morale, eventually leading to SanitySlippage (or a possible HeroicSecondWind) that actively affects combat effectiveness. Not to mention that party members undergoing SanitySlippage are likely to stress their comrades out as well...
** Curiously, one for Lovecraftian tales as well, where the unfortunate souls go mad, and that is the end of it. While debilitating, insanity is not the end, and even if they snap under the pressure and horrors and lose their minds, they can get them back if they're cared for correctly. They'll still be affected, but they'll still be functional.
** It turns out GallowsHumor is a bit of a hit and miss way of getting people under extreme pressure to relax. Sometimes it works, as dark humor can help some people take the edge of things, but other people really don't need to hear that. It doesn't help that the joke being told looks like it hits a little too close to home, being about adventures dying.
** The Fiends & Frenzy update added an extra dose of reality: if your adventurers' stress levels keep increasing beyond the SanitySlippage stage, eventually they will just keel over dead from a heart attack (unless you disable the option).
*** the Inhuman Bondage update altered this mechanic, so that heart attacks merely reduce heroes to 0 hp and impose a more punishing version of the death's door recovery penalty.
** Poking around fixtures in abandoned ruins and warrens is actually a dangerous idea; you are just as likely to have disaster strike as you are to get rich.
** The Corpse and Hound update added ''even more'' Reality Ensuing: if you don't treat a quirk in time, it becomes "permanent" which is a lot more expensive to remove. Enemies also now leave corpses, which allows them to retain formation until they are cleared (unless you disable corpses in the options).
* RecurringBoss: The eight regular Bosses can be fought three times, each time an upgraded version of the previous iteration.
* RefusalOfTheCall: Sort of. If a hero has ever participated in a successful expedition in the Darkest Dungeon, they will refuse to go back in under any circumstances.
-->"I've seen enough of the Darkest Dungeon to last a lifetime."
* RuinsForRuinsSAke: The Cove shelters the ruins of former huge buildings, but why they are here isn't explained.
* RushBoss: The Brigand Cannon needs you to kill the Matchman every turn or it fires for heavy damage. Fortunately, being a cannon, it doesn't offer any resistance whatsoever.
* SadisticChoice: [[spoiler:The Heart of Darkness is polite enough to let YOU pick the target for its OneHitKill attack.]]
* SanitySlippage: Thanks to the Affliction System, characters' stress levels respond dynamically to virtually every occurrence in the dungeon, both positive and negative. If the pressures of their circumstances become too overwhelming, their resolve is broken, and they will become afflicted with a myriad of psychological conditions.
* SanityMeter: Called 'Stress' in-game. Characters will suffer 'stress damage' from attacks, random events and so on. If their stress bar fills up their resolve is tested and they either [[HeroicBSOD break down]] (which can damage the sanity of other party members) or [[HeroicWillpower get motivated]] to kick more ass and inspire others. If it fills up ''again'', then they die of a heart attack. You can reduce stress by resting, scoring critical hits or (sometimes) killing enemies.
* ScoreScreen: At the end of each mission, a two-fold score screen shows the reward/loot your party has earned and then the status of the party members.
* ScratchDamage: Exaggerated. Even debuffing skills will do 1 damage if they hit. However, as of the Fiends and Frenzy patch, certain debuff skills have been changed to no longer deal damage even if they land.
* ScrewThisImOuttaHere: A gameplay point. It is possible to flee a fight (though it has a failure probability). Also, you can abort the current expedition and go back to the hamlet, keeping your inventory but gaining stress. When you suffer from your first party member's death in a dungeon, the game shows some text reminding the player of the existence of both features.
* SchmuckBait:
** At the end of the tutorial there's a chest clearly labelled "Bandit's Trapped Chest." You can guess what happens when you open it. Thankfully it's at the end of the mission so it doesn't actually matter, and you can also open it safely if the miniboss fought beforehand happens to drop a key.
** There are strange and eldritch altars that can be occasionally encountered during an expedition, and its description pretty much outright tells you what horrors happen if you activate it. Naturally, it is difficult to resist doing just that.
** NewGamePlus adds an addition to the tutorial in the form of the Transcendent Terror [[spoiler:implied to be the first Heir haunting the grounds]] replacing the campsite in front of the Brigand Bloodletter's room.
-->[[WhoWouldBeStupidEnough Surely nothing good can come of a dialogue with the dead?]]
-->[[WhatDoesThisButtonDo ...]]
--> "[[spoiler:Time - an endless cycle.]] [[Franchise/CthulhuMythos Ia Iaaaa!]]"
-->[[HeroicBSOD Dismas/Reynauld's Resolve is Tested...]]
* SelfDeprecation: One of the occult altars you can find in the Warrens is shaped like Red Hook Studios' logo.
* ShellShockedVeteran: Any experienced hero will become this as they gain more and more afflictions.
* ShootTheMageFirst:
** Enemies in the back row are usually fragile, have stress-inducing attacks, and prefer to attack your back row characters. Therefore, it's generally wiser to take them out first.
** The Brigand cannon boss fights make this concept ''extremely'' important. If you don't take out the Matchman each turn, he'll light the cannon and BOOOOOOOOOM! About three quarters of your party's health is gone in a flash. [[spoiler:Unless it misfires, but only a fool would rely on that in the slightest.]]
** Subverted in the [[spoiler:Swine Prince]] fight. When the battle starts, you're pitted against two enemies--[[spoiler:The Swine Prince himself,]] who does 99% of the fighting; [[spoiler:and Wilbur]], who will sit in the back, mark your characters, and cause them to take extra damage from [[spoiler:the Swine Prince]]'s attacks. [[spoiler:Wilbur]] is by far the easier of the two to kill, but if you do, [[spoiler:the Swine Prince]] will get [[BerserkButton a little annoyed]] and start pummeling you with a much more dangerous attack that hits ''every charater, every turn.''
* SideView: Gameplay in a dungeon is only viewed from the side as the combat system is based on positioning heroes at the frontline or the back.
* SigilSpam: The Estate's coat of arms, the spiked arc, shows up all over the place in the game.
* SoleSurvivor: [[spoiler:The Blackest of Fates collection of journal pages describes an individual of a party, possibly a Hellion given they flew into a rage and used a weapon described as an axe, who seems to have slain a Shambler after their Occultist used a torch on the Shambler's Altar to summon one. The Shambler proceed to kill their Arbalist, then the Occultist (probably insane) while he seemed to offer himself as tribute to it and their Crusader.]]
* SprintShoes: Some trinkets grant a small speed buff to the hero who has it, most commonly the Speed Stone.
* SkillSlotSystem: All heroes have seven potential skills to unlock and upgrade, but only four slots to use them in combat. It allows for some flexibility in strategy when choosing heroes for a expedition.
* SpaceCompression: In real-time, exploring a small or medium dungeon takes less than a hour, and the corridors doesn't seem to be longer than hundred meters. Since the party gets hungry several times during a raid, and the in-game clock advances of one week when you leave a dungeon, the maze is obviously supposed to be a lot bigger than it looks.
* SquishyWizard: The Brigand Lighter/Matchman during the Brigand Cannon boss fight. He has very low health and is very easy to take out, but let him live unstunned for a single turn and he'll fire the cannon for massive damage and high stress damage to your party unless it misfires.
* StandardStatusEffect: Bleeding/Blight chip away at your/enemy health every round until removed or they expire. Stun makes enemies lose their next action and gain a resistance to stun when it wears off.
* StatOVision: During fighting, the bottom of the screen feeds you statistical informations such as the resistance of the enemies, or the probabilities to hit and crit, enabling you to think your move ahead.
* STDImmunity: Averted. Visiting the brothel has a small chance of giving syphilis to a hero.
* TacticalSuicideBoss: Vvulf can guard his minions with Tower Shield, plausible given his StoneWall nature. However, he is they keystone to the invasion, and Tower Shield doesn't buff him at all, so all it does is make it easier to kill him.
* TakeAThirdOption: [[spoiler:The final boss lets you [[SadisticChoice choose who dies]] from its OneHitKill attack. There ''is'' a way to avoid this: [[https://www.youtube.com/watch?v=tGsTZtH8308 managing to kill it before it even gets the chance to use it.]]]]
* TakeYourTime: Played straight in the first game. Your end goal is to purge the Darkest Dungeon and you can take your sweet time upgrading every hero to the fullest before undertaking Darkest Dungeon expeditions. NewGamePlus averts this by only giving you 91 weeks to complete the game.
* ATasteOfTheLash:
** One of the possible methods of removing stress involves flagellation. There is a negative quirk which makes flagellation the only way to do it.
** Also used as a weapon hitting several targets at the same time, or one for more severe damage, by the Bloodletter mini-bosses. Unlike the example above, it increases stress.
* TheComputerIsACheatingBastard: The Siren boss in the Cove possesses the ability to charm one of your characters to her side. While charmed, that particular character can use their full range of combat skills against you, despite being normally limited to four.
* TheTeetotaler: Heroes with the Resolution quirk are this, refusing to drink at the Bar for stress relief.
* ThereAreNoTents Averted, as long expeditions where heroes will be wore down by several fights will allow the usage of Firewood in order to rest, cure ailments and buff yourself in the middle of the expedition. You can also be ambushed as you camp as the games wants expeditions to be constantly challenging, but camping skills preventing ambushes are plenty.
* ThirteenIsUnlucky: Death Blow resistance is maxed at 87%, meaning that no matter what quirks or items you have a hit while at Death's Door has at least a 13% chance of killing you.
* ThoseTwoGuys: You always start the game with two party members: A Crusader named Reynauld and a Highwayman named Dismas. They can make it all the way until the end of the campaign or die horribly early on, depending on how the R-N-G treats you. There is even an achievement for getting both of them to the final expedition. Reynauld always has the Kleptomaniac and God Fearing quirks, while Dismas is always a Known Cheat.
* TitleDrop:
** The last sentence of the opening cutscene:
-->'''Narrator:''' I beg you, return home, claim your birthright, and deliver our family from the ravenous clutching shadows of the darkest dungeon.
** Several trailer of the game actually ends with the Narrator namedropping "the Darkest Dungeon".
** The VeryDefinitelyFinalDungeon in the game is called the Darkest Dungeon.
* TomboyishPonytail: The Hellion's hair is put into a large ponytail, as is the Arbalest's.
* TooDumbToLive:
** The effects of the some afflictions include occasional refusal of receiving healing (through spells or items), even if the character is dying, blighted, or bleeding (or all of this in the same time).
** Even sane Heroes can fall subject to this if they develop a negative behavioral quirk, such as a fascination with the dark arts driving them to read unspeakable secrets written in BlackSpeech on tanned human skin or a fixation on food compelling someone to eat the rancid, decaying meat found on a dinner cart in the Warrens. This can lead to keyboard breaking moments such as when one of your heroes decides to open a locked item and triggers a trap when you had a key in your inventory.
** The narrator too. Squandering your family's wealth then digging deep under your estate based on ancient texts speaking of sealed evil is pretty much asking for death or insanity.
** There's an infinite stream of adventurers traveling to the Darkest Dungeon for a chance at fame and fortune. They're either uninformed or very stupid, or perhaps they have [[DeathSeeker nothing left to lose.]]
* TookALevelInBadass: While the Brigands weren't exactly pushovers, they were still a WackyWaysideTribe and the only boss that they got was a tutorial boss turned DegradedBoss. As of the Fiends and Frenzy update, however, there is now a full fledged Brigand boss: a [[MechanicalMonster giant]] [[MadeOfIron cannon]].
** They take another huge level in badass with the Everything Burns update, which added town events. This includes the "Wolves at the Door" event, where the Brigand leader Vvulf leads a raid on your hamlet. This mission is on par in difficulty with the ''Darkest Dungeon itself''!
* TookALevelInJerkass: Used as a gameplay mechanic, no less! Each time a character gets too stressed, their behavior may be heavily affected, making them Selfish, Paranoid, Hopeless, or outright Abusive to the other party members.
* TotalPartyKill: The game's intro text warns you this will likely happen more than once throughout the game, so try not to get too attached to any one character. There are even ''achievements'' for losing an entire party: one for a party wipe, and another for a party wipe against a boss.
* ToThePain: [[HeroicBSOD Sadistic]] heroes are fond of dishing these out to the enemy. [[DeconstructedTrope Not only do enemies never react to them,]] [[NiceJobBreakingItHero it serves to disturb the rest of the party, raising their stress.]]
* TraumaInn: Downplayed. Bigger dungeons will allow you to camp in them, the number of times depending on how much firewood you have. While camping you can heal, buff, and reduce the stress of your party, but each of these actions takes up points of time, which you have 12 of. You can also be ambushed while sleeping which, can very quickly offset any gains if you are unlucky. Played a bit more straight with The Hamlet, as all of your heroes will be healed when you return there and you can use its faculties (including an inn) to reduce the stress of anyone that needs it.
* TurnBasedCombat: Characters and enemies take turns fighting by decreasing speed order.
* TwentyFourHourArmor: Due to the limitation of sprites, no character changes outfit. This means the Crusader, Leper, Arbalest, [=Man-at-Arms=] and Bounty Hunter never take off their armor.
* {{Uberwald}}: The Estate and its surrounding environs, with a hearty dash of CampbellCountry for flavor.
* UncleanlinessIsNextToUngodliness: The Swine Folk are not the cleanliest people, and they're also the most morally bankrupt of your adversaries.
* UndergroundMonkey: All enemies, including bosses, have upgraded versions whose appearance differs, at most, by a subtle palette swap.
* UniversalPoison: The status effect blight remains the same be it caused by giant spiders, fungi or eldritch abominations. Of course there's an universal antidote to cure it.
* UnreliableNarrator: [[spoiler: The Ancestor ''may'' be a complicated case of this; while he initially seems to be giving you sound advice and encouragement pushing you to confront and overcome the horrors of the Estate, when you raid the Darkest Dungeon he manifests as an enemy there suggesting that he is/was either absorbed by The Heart Of Darkness or was a projection of it all along manipulating you into sacrificing heroes to strengthen it. This puts the horrifying revelations and BreakingSpeech of the ending cutscene into a more questionable light, albeit not enough to prevent the Heir from committing suicide.]]
* VariableMix: The background music becomes more intense as the light level drops, starting with a simple droning background beat before adding in PsychoStrings once the shadows start to close in. Battle music also becomes more dramatic as your party gets into more and more dire straits.
* TheVeryDefinitelyFinalDungeon: The Darkest Dungeon is very visible due to being the highest building perched at the top of a cliff and the red expedition icon. Which you can send an expedition to any time you wish, even as the first thing you do when reaching the town. [[SchmuckBait Not that it is the best decision...]]
* ViciousCycle: [[spoiler: The tail-end of the ending cinematic leads into the carriage scene at the start of the game. Worse, you've also got NewGamePlus, with ThoseTwoGuys again (Reynauld and Dismas) no less, drive forward the idea that the Heir has done this numerous times, with the same terrible results.]]
* VideoGamesAndFate: The game uses the fact that when you finish a game, all there is left is to begin again, to imply that [[spoiler: The Heart of Darkness is manipulating your lineage to feed itself out of the suffering the cyclical ebbs and flows of the Estate creates]].
* VideoGameCaringPotential: Played with. While you should keep the heroes alive, train them, and try to maintain their sanity, the system of quirks and afflictions combined with the roguelike-nature of the game will make completing a "Everybody Lives" objective very challenging. [[spoiler: And almost impossible since, assuming that you lose no one up to the final boss, it uses twice is an unavoidable attack that requires you to sacrifice a party member.]]
* VideoGameCrueltyPotential: There's quite a few achievements based around getting your heroes killed, but the crowning moment for cruelty is the achievement for sending a team of [[NewMeat Lv 0s]] into the Darkest Dungeon. [[SuicideMission An area where heroes are recommended to have a max level.]]
* ViolationOfCommonSense: In this horror-themed game with a strong Lovecraftian influence, what is the correct way to interact with a strange scroll, marked with esoteric glyphs? Ignoring it? Destroying it with holy water? Reading it? [[spoiler: The answer is ''reading it'', which grants a positive buff. Destroying it grants ''a debuff''.]]
* ViralTransformation: [[spoiler:The Blood Soaked Pages Torn From A Journal bunch of pages depict an individual that was bit by one of the Pelagic monsters in an ambush. Their flesh secretly fell off to reveal scale and membrane and then they murdered their accompanying sleeping party under the belief the party suffered some sort of transformation, [[PerspectiveFlip which left them shocked and disgusted by the party's soft flesh, close-set eyes and warm blood]], before going to the sea, unable to remember out why they ever left it.]]
* WackyWaysideTribe: The Brigands used to be this, randomly mugging the party [[ViolationOfCommonSense in the depths of monster-infested dungeons]], but as of the Fiends and Frenzy patch it is revealed that the Ancestor hired them as mercenaries to intimidate the restless Hamlet denizens into submission and were probably...affected to stay being around the place when the {{Eldritch Abomination}}s came out in full force.
* WalletOfHolding: Averted. The gold found in the current dungeon occupies slots (there are 16 slots) in the party's inventory. Each slot can be filled with up to 1,500 units of gold.
* WasOnceAMan: A prevalent aspect of the monsters is that they are often former humans corrupted by the local evil power. The [[DemBones Unholy soldiers and courtiers]] from the Ruins are skeletons raised into undeath by the Necromancer, the [[MushroomMan Fungi]] [[FesteringFungus Men]] in the Weald were people infected by the mushroom that invaded the forest, a note indicates that the [[FishPeople Pelagic creatures]] are potentially former humans having undergone transformation. Only the [[PigMan Swinefolk]] weren't former humans as they are creatures trapped in pig corpses.
* WeaksauceWeakness: The undead can be affected by blight. Why, despite their undeath, they aren't immune against something which is either a disease or a poison isn't specified. Also, contrary to what is often assumed, they aren't either ''immune'' to bleeding, just very highly resistant (despite obviously no longer having functional heart and veins).
* WeaponsKitchenSink: The adventurers have equipment spanning centuries - from full plate armour and longswords to duster coats and flintlocks, Renaissance garb and gas grenades to furs and a glaive.
** Interestingly, the Crusader's longsword appears to advance with historical usage, gaining a side-ring after the second upgrade like late medieval/early-renaissance swords.
* WeaponOfChoice: Each hero has a specific weapon:
** The Abomination: [[ChainPain Chains]] and [[SuperSpit bile]] in human form, [[ManBitesMan teeth,]] [[AbsurdlySharpClaws claws]] and [[HornAttack horns]] in beast form
** The Arbalest: A [[{{BFG}} massive crossbow.]]
** The Antiquarian: A [[StatusEffect magically enchanted censer]] and [[EmergencyWeapon a kukuri shaped dagger.]]
** The Bounty Hunter: An [[AnAxToGrind axe]] and a [[HooksAndCrooks hook.]]
** The Crusader: A [[HeroesPreferSwords longsword]], wielded in two hands.
** The Grave Robber: [[KnifeNut Daggers]] (mêlée and [[ThrowingYourSwordAlwaysWorks thrown]]), [[PoisonedWeapons poisonous darts]], and a [[PowerfulPick pickaxe]].
** The Hellion: A [[BladeOnAStick glaive.]]
** The Highwayman: A [[SwordAndGun flintlock pistol and a dirk]].
** The Hound Master: A [[CarryABigStick cudgel]] and his [[RightHandAttackDog attack dog]].
** The Jester: A [[KnifeNut dagger]], [[SinisterScythe sickle]] and [[InstrumentOfMurder lute]].
** The Leper: A [[{{BFS}} massive]], but [[WreckedWeapon broken]] executioner's sword.
** The Man-at-Arms: A [[CarryABigStick mace]] and [[LuckilyMyShieldWillProtectMe kite shield]].
** The Occultist: A [[KnifeNut sacrificial dagger]] and [[BadWithTheBone ceremonial skull]].
** The PlagueDoctor: A [[KnifeNut dagger]] and [[TrickBomb various grenades]].
** The Vestal: A spiked [[CarryABigStick mace]].
* WhamLine: [[spoiler: "The great family of man." Yeah, turns out when The Ancestor was talking about how [[ArcWords "ruin has come to our family"]], [[KillAllHumans he was thinking]] [[ShaggyDogStory a little bigger]]...]]
* WhereTheHellIsSpringfield: The estate has a vaguely European feel, but that's pretty much as concrete as it gets.
* WhyDidItHaveToBeSnakes: The "Fear of X" or "X Phobe" negative quirks give a stress resist debuff against a particular type of enemy or dungeon.
* WithGreatPowerComesGreatInsanity: The whole shtick of the Abomination, his beast form is incredibly powerful, but it comes with the penalty of stressing out your party when he transforms and a constant stress gain every turn for him as long as he stays in it.
** Certain afflictions will actually offer buffs to your character's stats eg. an abusive hero will get extra damage, a fearful hero will get extra speed, etc..
* WithThisHerring: Played with. The starting characters and new recruits come with the most basic armor and weapons that are explicitly described as "worn" or otherwise substandard. As soon as the blacksmith is working and upgraded you can equip new recruits with better weapons & armor if you choose, but it's often not worth making the investment until they've survived a couple of missions since you lose all the gold you invested in them if they die.
* WizardNeedsFoodBadly: At some point during the dungeon run, your party may feel hungry. You can then choose to either eat, which restores health and consumes food as usual, or let your characters starve and take a severe hit to their hit points and stats, which is what will happen if your food supplies run out. This can be very frustrating as it appears to be randomly triggered rather than on a time basis - it's entirely possible to do two similar length missions - one where the party never gets hungry and another where they want three meals making it hard to judge how much food to carry. You can also manually feed your characters food to recover health. However the game does not take this into account when deciding your characters want a meal, meaning its possible to feed a character your last food to save them only for the game to ''immediately'' declare the party is hungry and you not having food to comply.
* WombLevel: The third venture into the Darkest Dungeon is this as all of the walls are comprised of organic nightmare inducing matter and some of the enemies are labeled as cysts and white cell stalks.
* AWorldHalfFull: Along with the darkness, small fragments of hope are planted. Your heroes can overcome their hardships and emerge even stronger, you can rebuild the hamlet and turn it from a borderline ghost town to a thriving one, the Narrator can remark how he is seeing hope in the eyes of people for the first time and your heroes can meet the horrors of the land, match them blow for blow, and strike them down. The narrator puts it best.
--> "As the fiend falls, a faint hope blossoms."
** [[spoiler: Mostly subverted in the ending. It turns out that all of the Heir's efforts are for naught. At least a couple heroes (and probably many more, given the difficulty of the game) are dead. The doomsday clock set by the Heart of Darkness has been turned back, but will eventually go off, [[EarthShatteringKaboom dooming the planet]]. Your hamlet eventually reverts back into a ghost town, and, at some point, the Heir finally commits suicide. With that being said, the Heir and his party did manage to kill something akin to a ''god'', so kudos]].
** [[spoiler: It can also be considered a victory in that you've bought the world more time. Sure, maybe right now there's no way of stopping that thing at the heart of the world, but time marches on, people get smarter, learn more, and create new things. They're already at the cannons and gunpowder stage in game: Who knows what may be accomplish in a few centuries? If the creature's avatar can be killed, heck if it can be afflicted by Bleed and Blight, that means that its master isn't invincible, just really really big and tough.]]
* YouAreAlreadyDead: A variant: bleed and blight damage happens at the start of each turn, so if an enemy has more bleed/blight damage incoming than their remaining hit-points, they'll sit pretty until their turn comes around and then promptly die. It can still be worth killing them directly though as direct kills/crits have a chance to reduce stress whereas damage over time kills don't. Conversely it can be better to avoid killing them in hopes that your character with heal or stress reducing skills will get their turn first. This would apply to the heroes too, if it wasn't for [[LastChanceHitpoint Death's Door]].
* YouHaveOutlivedYourUsefulness:
** The older relative, in his pursuit for knowledge, learned from a number of visiting scholars. After he had mastered their teachings, he killed them while they slept.
** The ship crew that brought him his various [[ArtifactOfDoom Artifacts of Doom]] were similarly done away with once he could no longer pay them. [[BackFromTheDead He might have chosen a slightly less potent curse to do it, though.]]
[[/folder]]

!!'''The Crimson Court DLC provides examples of:'''
[[folder:A-Z]]
* AristocratsAreEvil: The humanoid Bloodsuckers showed this vibe as well-dressed courtiers and aristocrats in state of BodyHorror, or their servants. And they were like this ''before'' they were vampires.
* {{Autocannibalism}}: One of the cinematics shows [[spoiler:that consuming the blood caused the Ancestor's guests to ''eat themselves alive'']].
* BloodierAndGorier: Blood and Vampires are the main theme of the Crimson Court DLC, which of course openly features blood. The monsters of the Courtyard are dripping with blood from their mouths, the Flagellant himself has blood dripping from his hand. Even your ''torch'' gets in on the act when fighting in the Courtyard, dripping blood at the top of the screen with 'Bloodlight', a light effect that decreases bleed resistance.
* BraggingRightsReward: The Red Hook, a very expensive district that does nothing.
* DecadentCourt: The titular Crimson Court. From the cinematics, it's clear they were always decadent, but their transformation into vampires has made them far worse than before.
* FriendlyNeighborhoodVampire: The Wizened Shrews of the Courtyard are the only Bloodsuckers who aren't immediately hostile, and are willing to pay handsomely for The Blood rather than take it by force. Of course, it's still unwise to bother a vampire without an offering.
* HolyBurnsEvil: Heroes under the Crimson Curse will be blighted and debuffed if they consume Holy Water.
* HorrorHunger: Heroes affected by the Crimson Curse will thirst for The Blood like they hunger for food. As their cravings mount, they may become increasingly erratic - to the point of potentially attacking their allies. Actually consuming The Blood sends them into "Bloodlust", a temporary affliction-like state unrelated to stress that'll make them act erratically in exchange for a number of buffs.
* MoneySink: The new Districts feature allows to have new buildings in the Hamlet, which give various positive effects (free food each week, faster stress reduction for idle heroes, permanent buffs for specific classes...). Building them requires a blue print (you get a free one at week 10; the other ones are dropped by bosses) and ''lots'' of heirlooms. And then, there is [[BraggingRightsReward "The Red Hook", which is totally useless and costs the obscenely high amount of 25000 gold and 750 crests]].
* MuggingTheMonster: The first cinematic for the [=DLC=] shows a young Ancestor trying to stab one of the ladies partying at his home. But as he approached for the kill, the Countess revealed her monstrous nature. [[spoiler: Averted in that he managed to kill her]].
* MustBeInvited: Inverted. After you complete the first Courtyard mission, the heroes's access to the Bloodsuckers' lair is forbidden until you obtain an invitation from a slain enemy.
* [[NotUsingTheZWord Not Using the "V" Word]]: It's pretty clear that those infected by The Blood are vampires, but instead the game refers to them as "bloodsuckers".
* OurVampiresAreDifferent: Their AnimalMotif is the mosquito, and they also wear clothes reminiscent of 18th century nobility, including elegant dresses and powdered wigs. They are apparently the end stage of the Crimson Curse, a disease that if untreated will eventually turn the subject into a hybrid of human and insect, but even its early stages induces a vampiric hunger and greater ability if well fed. On another note, it's not just any regular blood that sates the cursed's thirst – it has to be ''The'' Blood, with capital letters.
* ThePlague: The Crimson Curse is one, spread by mosquitoes.
* ShoutOut: The Fanatic's outfit looks like it was ripped straight out of [[{{TabletopGame/Warhammer40000}} both versions]] of ''{{TabletopGame/Warhammer}}''. Specifically, the costume resembles a cross between an Inquisitor and a Warrior Priest. And when his staff is held onto his back, it takes on the appearance of an Iron Halo from ''40,000''.
* SplashOfColor: The Crimson Court cinematics are portrayed in monochrome, the only color being vivid red.
* StealthPun: The nobles are described as being depraved and plagued with vice even before their vampirification; even before the curse, they were blood sucking parasites.
* SwampsAreEvil: The Courtyard has been overtaken by the swamp as time passed, and its wildlife has also been infected by the vampiric curse.
* TheVirus: The "Crimson Curse" acts as one. It has a chance to be contracted when a hero is attacked by a monster of the "Bloodsucker" category and decreases the hero's resistances while slightly increasing their speed and making them immune to any and all diseases (it also does away with any that the Cursed hero might be bearing before). In addition, the Crimson Curse can pass onto other heroes if they are sharing the same Hamlet facility at the same time. If the hero goes too long without drinking The Blood, they will perish, requiring your estate to have a constant supply of The Blood for heroes with the Crimson Curse. Thankfully, it's treatable: defeating a Courtyard boss automatically cures all afflicted, and after defeating the Countess, the Sanitarium develops a method for treating Cursed heroes like they're a normal disease.
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