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** Take a drink if your forgot to disarm a trap.

to:

** Take a drink if your you forgot to disarm a trap.
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Moving these to their own page.


** Raise a toast if you turn the tables and win despite the odds.

!! ''Darkest Dungeon II'':
* Drink if one of your heroes starts with a terrible negative quirk at the Crossroads, before the game even begins.
* Drink every time two of your characters form a negative relationship.
** Take a sip if they form a positive relationship.
* Do a shot if two of your party members somehow manage to develop a relationship at the Torch and Crown in the Valley.
* Drink every time one of your characters has a Meltdown.
** Take a sip if they instead become Resolute.
* Drink any time your heroes contract a disease. Finish your drink if you just passed or were just at a Field Hospital.
* Drink if you get choices in an Assistance encounter that are all bad and don't help you.
* Take a sip every time you cross Rough or Hazardous terrain.
** Drink every time the Loathing increases.
** Finish your drink if the Loathing maxes out and you increase the Confession boss' max health by ten percent.
* Drink if the Academic chastises you for stopping the Stagecoach.
* Take a sip if you manage to get through the Sluice.
* Drink whenever a Fanatic ignites. Drink more if an Immolatist did it before they could ignite normally.
** Finish your drink if the Librarian manages to burn all his books and ignites.
* Take a sip every round that a Drummer stays alive.(Kill 'em quickly to save your liver!)
* Drink if a Carrion Eater manages to eat a corpse and become a Carrion Devourer.
* Drink if a Cabin Boy manages to transform.
** Finish your drink if it transforms into a Docker.
* Take a sip if you encounter the Antiquarian.
** Drink if you encounter her again later in the run.
* Drink if Death shows up after you win a Resistance encounter. Finish your drink if she party wipes you.
* Drink any time a Cultist enemy uses Exultation. Yes, this includes Exemplars.
* Raise a toast if you make it to the Mountain.
** Finish your drink if you don't make it to the Confession boss.
** Finish your drink if you party wipe to the Confession boss. Do an extra shot if it's the Focused Fault.
* Raise another toast if you beat the Confession.

to:

** Raise a toast if you turn the tables and win despite the odds.

!! ''Darkest Dungeon II'':
* Drink if one of your heroes starts with a terrible negative quirk at the Crossroads, before the game even begins.
* Drink every time two of your characters form a negative relationship.
** Take a sip if they form a positive relationship.
* Do a shot if two of your party members somehow manage to develop a relationship at the Torch and Crown in the Valley.
* Drink every time one of your characters has a Meltdown.
** Take a sip if they instead become Resolute.
* Drink any time your heroes contract a disease. Finish your drink if you just passed or were just at a Field Hospital.
* Drink if you get choices in an Assistance encounter that are all bad and don't help you.
* Take a sip every time you cross Rough or Hazardous terrain.
** Drink every time the Loathing increases.
** Finish your drink if the Loathing maxes out and you increase the Confession boss' max health by ten percent.
* Drink if the Academic chastises you for stopping the Stagecoach.
* Take a sip if you manage to get through the Sluice.
* Drink whenever a Fanatic ignites. Drink more if an Immolatist did it before they could ignite normally.
** Finish your drink if the Librarian manages to burn all his books and ignites.
* Take a sip every round that a Drummer stays alive.(Kill 'em quickly to save your liver!)
* Drink if a Carrion Eater manages to eat a corpse and become a Carrion Devourer.
* Drink if a Cabin Boy manages to transform.
** Finish your drink if it transforms into a Docker.
* Take a sip if you encounter the Antiquarian.
** Drink if you encounter her again later in the run.
* Drink if Death shows up after you win a Resistance encounter. Finish your drink if she party wipes you.
* Drink any time a Cultist enemy uses Exultation. Yes, this includes Exemplars.
* Raise a toast if you make it to the Mountain.
** Finish your drink if you don't make it to the Confession boss.
** Finish your drink if you party wipe to the Confession boss. Do an extra shot if it's the Focused Fault.
* Raise another toast if you beat the Confession.
odds.
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* Drink any time your heroes contract a disease. Finish your drink if you just passed or were just at a Field Hospital.

to:

* Drink any time your heroes contract a disease. Finish your drink if you just passed or were just at a Field Hospital.Hospital.
* Drink if you get choices in an Assistance encounter that are all bad and don't help you.
* Take a sip every time you cross Rough or Hazardous terrain.
** Drink every time the Loathing increases.
** Finish your drink if the Loathing maxes out and you increase the Confession boss' max health by ten percent.
* Drink if the Academic chastises you for stopping the Stagecoach.
* Take a sip if you manage to get through the Sluice.
* Drink whenever a Fanatic ignites. Drink more if an Immolatist did it before they could ignite normally.
** Finish your drink if the Librarian manages to burn all his books and ignites.
* Take a sip every round that a Drummer stays alive.(Kill 'em quickly to save your liver!)
* Drink if a Carrion Eater manages to eat a corpse and become a Carrion Devourer.
* Drink if a Cabin Boy manages to transform.
** Finish your drink if it transforms into a Docker.
* Take a sip if you encounter the Antiquarian.
** Drink if you encounter her again later in the run.
* Drink if Death shows up after you win a Resistance encounter. Finish your drink if she party wipes you.
* Drink any time a Cultist enemy uses Exultation. Yes, this includes Exemplars.
* Raise a toast if you make it to the Mountain.
** Finish your drink if you don't make it to the Confession boss.
** Finish your drink if you party wipe to the Confession boss. Do an extra shot if it's the Focused Fault.
* Raise another toast if you beat the Confession.
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** Raise a toast if you turn the tables and win despite the odds.

to:

** Raise a toast if you turn the tables and win despite the odds.odds.

!! ''Darkest Dungeon II'':
* Drink if one of your heroes starts with a terrible negative quirk at the Crossroads, before the game even begins.
* Drink every time two of your characters form a negative relationship.
** Take a sip if they form a positive relationship.
* Do a shot if two of your party members somehow manage to develop a relationship at the Torch and Crown in the Valley.
* Drink every time one of your characters has a Meltdown.
** Take a sip if they instead become Resolute.
* Drink any time your heroes contract a disease. Finish your drink if you just passed or were just at a Field Hospital.
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** An extra sip if you had a supply item that you could have used on the curio.
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* Take a shot if the Houndmaster's Cry Havoc heals stress of everyone in the party EXCEPT the one with the highest stress.

Added: 561

Changed: 18

Removed: 127

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** Drink again in frustration if it was because you didn't account for the "+% Food Consumed" stat.

to:

** Drink again Chase it down in frustration if it was because you didn't account for the "+% Food Consumed" stat.



* Chug if a quest ends in a PartyWipe.
** Drown your sorrows if it was a DownToTheLastPlay moment that did not work out for you.



* Take a drink if a really bad negative quirk (generally bad like Kleptomania, Fading, etc. or anti-synergistic like Risktaker on Jester) gets locked.
* Take a shot if a hero gains a combination of quirks that prevents them from using ''any'' stress relief areas.



* Chug if a quest ends in a PartyWipe.
** Drown your sorrows if it was a DownToTheLastPlay moment that did not work out for you.


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* When you're in the Warrens, take a shot if a Swinetaur was able to use Pig Spear or Boar Rush two turns in a row.


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** Take a drink if it was being guarded when it exploded.

Added: 288

Removed: 141

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* Take a shot if in a stroke of bad luck or foolishness an enemy receives reinforcements.



* Take a drink if the Shieldbreaker had at least 40 Stress when the nightmares happen.



* Take a shot every time the Shieldbreaker gains an affliction before the end of the dungeon. This is virtually guaranteed if you break camp.


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* Take a drink when the Sleeper's Herald's Reality Bend debuff or a trinket makes you target an unintended enemy.

Added: 250

Changed: 99

Removed: 104

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* Take a shot if you received a Hunger check and don't have enough food.
** Drink again in frustration if you didn't account for the "+% Food Consumed" stat.

to:

* Take a shot if you received a Hunger check and don't didn't have enough food.
** Drink again in frustration if it was because you didn't account for the "+% Food Consumed" stat.



* Take a drink when every hero receives a [=DoT=], debuff, or Horror from the same attack.



* Take a sip whenever you use Laudanum to remove Horror.



* Take a shot if a hero only gets negative quirks and/or diseases from leveling up.

to:

* Take a shot drink if a hero only gets negative quirks and/or diseases from leveling up.up. Take a shot instead if they got both.



* When you're in the Warrens, take a drink if a Swine Drummer inflicts Horror on all your party members.



* Take a sip if a hero resists getting charmed by the Siren (dodging doesn't count).

to:

* Take a sip if a hero dodges or resists getting charmed by the Siren (dodging doesn't count).Siren.


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* Take a shot in frustration whenever a Gatekeeper retreats before you could kill it for an invitation.

Changed: 15

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* Take a drink when a hero receives a [[FinalDeath Deathblow]].

to:

* Take a drink when a hero receives a [[FinalDeath Deathblow]].Deathblow.

Added: 84

Removed: 84

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** Drink again in frustration if you didn't account for the "+% Food Consumed" stat.



** Drink again in frustration if you didn't account for the "+% Food Consumed" stat.
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* Take a sip if a party member gets moved to a position where they use any of their skills.

to:

* Take a sip if a party member gets moved to a position where they can't use any of their skills.

Added: 1802

Changed: 871

Removed: 435

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* Take a shot every time you send a hero to the Tavern.

to:

* Drink whenever both the Caretaker and the Town Crier take up two slots in the same stress relief areas.
* Drink whenever a hero goes missing in the Hamlet for the week. Also drink if you return to the Hamlet only to realize a hero you've sent for stress relief is still unavailable.
* Take a shot every time you send a hero to the Tavern.Bar. This also applies if the hero stays in the Bar for another week.



** Take two shots if AlcoholInducedIdiocy results in loss of Trinkets.
* Drink if you return to the Hamlet only to realize a hero you've sent for stress relief is still unavailable.
* Take a shot when you pass a turn (even intentionally).
* Take a shot if your party gets shuffled and at least two of your heroes gets shuffled into positions where they cannot do anything except move.
* Take a drink if at least heroes get stunned by the same attack.

to:

** Take two shots if AlcoholInducedIdiocy results in loss of Trinkets.
* Drink if you return to the Hamlet only to realize a hero you've sent for stress relief is still unavailable.
* Take a shot when sip if you pass failed to disarm a turn (even intentionally).
* Take a shot if your party gets shuffled and at least two of your heroes gets shuffled into positions where they cannot do anything except move.
*
trap.
**
Take a drink if at least heroes get stunned by the same attack.your forgot to disarm a trap.



** Take another drink if the Antiquarian is in your team and you miss out on their Antiques this way.

to:

** Take another drink if the you have an Antiquarian is in your team and you miss out on their Antiques this way.



** Take a shot if it was a Shambler Altar that you planned on using.



** Take another shot if it was a Shambler Altar that you planned on using.
* Drink in celebration if you find a Very Rare (or better) Trinket from random loot, spoils of combat, or Trinket Scrounge.

to:

** * Take another a drink if you encounter an obstacle and you have no Shovels to clear it out.
* Take a
shot if it was a Shambler Altar that you planned on using.
received a Hunger check and don't have enough food.
* Drink in celebration if you find a Very Rare (or better) Trinket from by random loot, spoils of combat, or chance (Loot from battle, curios, Trinket Scrounge.Scrounge).



* Take a sip if a party member gets moved to a position where they use any of their skills.
** Take a shot if your party gets shuffled and at least two of your heroes gets shuffled into positions where they can't use their skills.
* Take a drink if an enemy lands a critical hit on at least two heroes.
* Take a shot if at least two heroes get stunned by the same attack.



*** Take a chaser when the team gets wiped anyways.
* Take a drink if you encounter an obstacle and you have no Shovels to clear it out.
* Take a shot if you don't have enough food during a Hunger check.

to:

*** Take a chaser when the team Virtuous hero gets wiped anyways.
* Take a drink if you encounter an obstacle and you have no Shovels to clear it out.
*
a hero passes their turn.
**
Take a shot instead if you don't have enough food during had to choose to pass manually.
* Drink in celebration if
a Hunger check.hero moves on their own before their turn and it works in your favor.
** Drink again in frustration if you didn't account for the "+% Food Consumed" stat.



** Take another drink if you get nighttime ambushed.

to:

** Take another drink if you get nighttime ambushed.ambushed (Shieldbreaker nightmare doesn't count).
* Take a drink if a hero catches a disease from an enemy.
** Take a shot instead if this is their third disease.



* Take a drink whenever a hero reaches 200 Stress and receives a Heart Attack.



* Take a shot if a hero only gets negative quirks and/or diseases from leveling up.
* Take a shot if a hero who's recently leveled up dies in their very next dungeon run.



** Pour one out if it was Reynauld or Dismas.
* Take a shot if a hero only gets negative quirks and/or diseases from leveling up.
* Take a shot if a hero who's recently leveled up dies in their very next dungeon run.

to:

** Pour one out if it was Reynauld or Dismas.
* Take a shot if a hero only gets negative quirks and/or diseases from leveling up.
* Take a shot if a hero who's recently leveled up dies in their very next dungeon run.
Dismas died.



* Take a drink if a hero catches a disease from an enemy.

to:

* Take a drink Drink in celebration if a hero catches a disease from an enemy.you get the [[BackFromTheDead From Beyond]] Town Event.
** Don't if your only choices of heroes to revive are Level 0-1 chumps.



* If a hero gains the [[TheTeetotaler Resolution]] quirk, don't drink for the rest of the dungeon.
** If they received it after clearing a dungeon or in the Hamlet, don't drink until you go into a new dungeon.



** Take another shot if getting infected with the Curse [[CurseThatCures removes all Diseases on the hero]].

to:

** Take another a bigger shot if getting infected with the Curse [[CurseThatCures removes all Diseases on the hero]].



** Take a shot if they bring a friendly hero into Death's Door.



* Drink if your Flagellant used Exsanguinate and misses.



* Drink in celebration if you find a Crimson Court set trinket from an unexpected source.

to:

* Drink in celebration if you find a Crimson Court set trinket from an unexpected source. (i.e. not from bosses or quest completion)

Added: 3636

Changed: 566

Removed: 2335

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* Sip if you return to the Hamlet only to realize a hero you've sent for stress relief is still unavailable.
* Take a shot every time a hero gains an Affliction.
** Raise a toast instead if the hero gains a [[HeroicSecondWind Virtue]].
** Take a chaser when the team gets wiped anyways.
* Take a shot every time a hero's quirk causes them to immediately activate a curio.
** Take another shot if the effects of the curio are negative.
** Take another shot if the Antiquarian is in your team and you miss out on their Antiques this way.
** Take another shot if a Kleptomaniac hero stole some very valuable loot or vital tools.

to:

* Sip Drink if you return to the Hamlet only to realize a hero you've sent for stress relief is still unavailable.
* Take a shot every time a hero gains an Affliction.
** Raise a toast instead if the hero gains a [[HeroicSecondWind Virtue]].
** Take a chaser
when the team gets wiped anyways.
you pass a turn (even intentionally).
* Take a shot if your party gets shuffled and at least two of your heroes gets shuffled into positions where they cannot do anything except move.
* Take a drink if at least heroes get stunned by the same attack.
* Take a drink
every time a hero's quirk causes them to immediately activate a curio.
** Take another shot drink if the effects of the curio are negative.
** Take another shot drink if the Antiquarian is in your team and you miss out on their Antiques this way.
** Take another an extra shot if a Kleptomaniac Kleptomaniac/Egomaniac hero stole some very valuable the loot or vital tools.from the curio.



** Raise a toast if the hero gains a positive quirk or loses a negative one. You can do the same if a positive quirk becomes locked this way.

to:

** Raise a toast if the hero gains a positive quirk or loses a negative one. You can do the same if a positive quirk becomes locked this way.way or it they lose a locked negative quirk.



* Take a drink if a hero on Death's Door dies from blight or bleed because their turn went before your healer's.
** Splash half of it on your forehead if [[MemeticMutation an Occultist inflicted it with Wyrd Reconstruction]] [[CriticalFailure while healing 0 HP]].
** Lick salt if they were guarded by another hero.
* When you relieve Stress with a Camp skill, take a shot to relieve some of your own.
** If you do so with the Hellion's Revel skill, take another shot to join the fun.
* When you're in the Ruins, take a sip every time a hero gains stress from the Bone Courtier's Tempting Goblet.
** Take another sip when the Bone Courtier dodges an attack or resists a stun.
* When you're in the Warrens, take a sip every time a hero gains stress from the Swine Wretch's Vomit.
** Take another sip if they gain a disease from Vomit.
* When you're in the Cove, take a sip if a Thrall [[ActionBomb explodes on your party]].
* Take a shot every time a hero levels up.
** Take another shot if a hero only gets negative quirks or diseases from leveling up.
** Take another shot when they die in their very next dungeon run.
* Chug if a quest ends in a PartyWipe.
** Drown your sorrows if it was a DownToTheLastPlay moment that did not work out for you.
* Drink every time a hero on Death's Door [[YouCanBarelyStand survives an attack somehow]]. Raise your glass and drink a toast if they make it through the battle.
** Sip if the hero gets killed on the ''first'' Deathblow check. This includes dying from a Blight or Bleed tick.
** And take a shot when they died simply because they went insane and refused EVERY ATTEMPT TO HEAL THEM.
** Take two sips if they hang on at 0HP, but also gained enough Stress to die from a Heart Attack.
* Take a shot if you encounter [[ThatOneBoss/DarkestDungeon The Collector or The Shambler]]. You'll need it.
** If you have DLC enabled, add The Fanatic and The Thing from the Stars to that list.
** Take an additional shot if you intentionally summoned The Shambler.
*** Take conciliatory one, if you didn't know what the Shambler's Altar is, and you randomly tested items until you got a "result."
** Take a celebratory drink if you win the battle. [[INeedAFreakingDrink You'll need it, too.]]
* If the Brigand Pounder misfires, take a moment to collect yourself, then drink.
* Take a sip if a hero resists getting charmed by the Siren.

to:

* Take a drink if a hero on Death's Door dies from blight or bleed because their turn went before your healer's.
** Splash half of it on your forehead if [[MemeticMutation an Occultist inflicted it with Wyrd Reconstruction]] [[CriticalFailure while healing 0 HP]].
** Lick salt if they were guarded by another hero.
* When you relieve Stress with a Camp skill, take a shot to relieve some of your own.
** If you do so with the Hellion's Revel skill, take another shot to join the fun.
* When you're in the Ruins, take a sip every time a hero gains stress from the Bone Courtier's Tempting Goblet.
** Take another sip when the Bone Courtier dodges an attack or resists a stun.
* When you're in the Warrens, take a sip every time a hero gains stress from the Swine Wretch's Vomit.
** Take another sip if they gain a disease from Vomit.
* When you're in the Cove, take a sip if a Thrall [[ActionBomb explodes on your party]].
* Take a shot every time a hero levels up.
** Take another shot if a hero only gets negative quirks or diseases from leveling up.
** Take another shot when they die in their very next dungeon run.
* Chug if a quest ends in a PartyWipe.
** Drown your sorrows if
it was a DownToTheLastPlay moment that did not work out for you.
* Drink every time a hero on Death's Door [[YouCanBarelyStand survives an attack somehow]]. Raise your glass and drink a toast if they make it through the battle.
** Sip if the hero gets killed on the ''first'' Deathblow check. This includes dying from a Blight or Bleed tick.
** And take a shot when they died simply because they went insane and refused EVERY ATTEMPT TO HEAL THEM.
** Take two sips if they hang on at 0HP, but also gained enough Stress to die from a Heart Attack.
* Take a shot if you encounter [[ThatOneBoss/DarkestDungeon The Collector or The Shambler]]. You'll need it.
** If you have DLC enabled, add The Fanatic and The Thing from the Stars to that list.
** Take an additional shot if you intentionally summoned The Shambler.
*** Take conciliatory one, if you didn't know what the Shambler's
Shambler Altar is, and that you randomly tested items until you got a "result."
** Take a celebratory drink if you win the battle. [[INeedAFreakingDrink You'll need it, too.]]
* If the Brigand Pounder misfires, take a moment to collect yourself, then drink.
* Take a sip if a hero resists getting charmed by the Siren.
planned on using.



* Take a shot when a hero gains an Affliction (once per dungeon).
** Raise a toast instead if the hero gains a [[HeroicSecondWind Virtue]].
*** Take a chaser when the team gets wiped anyways.
* Take a drink if you encounter an obstacle and you have no Shovels to clear it out.
* Take a shot if you don't have enough food during a Hunger check.
* When you relieve Stress with a Camp skill, take a drink to relieve some of your own.
** If you do so with the Hellion's Revel skill, take a shot to join the fun.
** Take another drink if you get nighttime ambushed.
* Take a sip every time a hero on Death's Door [[YouCanBarelyStand survives a direct attack somehow]]. Raise your glass and drink a toast if they make it through the battle.
* Take a drink when a hero receives a [[FinalDeath Deathblow]].
** Take another drink if a hero on Death's Door dies from Blight or Bleed because their turn went before your healer's.
*** Splash half of it on your forehead if [[MemeticMutation an Occultist inflicted Bleed with Wyrd Reconstruction]] [[CriticalFailure while healing 0 HP]].
** Take a shot instead if the hero gets killed on the ''first'' Deathblow check. This includes dying from a Blight or Bleed tick.
** And take another shot when they died simply because they went insane and refused EVERY ATTEMPT TO HEAL THEM.
** Also take another shot if they died right after a failed retreat.
** Take another shot if they died from a Heart Attack while at 0 HP.
** Chug your drink if they died from a trap.
** Drink the whole bottle if they died from a Hunger check.
* If a hero died in a dungeon, take a drink in memoriam for each party member that survived.
** Pour one out if it was Reynauld or Dismas.
* Take a shot if a hero only gets negative quirks and/or diseases from leveling up.
* Take a shot if a hero who's recently leveled up dies in their very next dungeon run.
* Chug if a quest ends in a PartyWipe.
** Drown your sorrows if it was a DownToTheLastPlay moment that did not work out for you.
* Take a drink if a hero catches a disease from an enemy.
* When you're in the Ruins, take a sip every time a hero gains stress from the Bone Courtier's Tempting Goblet.
** Take another sip when the Bone Courtier dodges an attack or resists a stun.
* When you're in the Warrens, take a drink if a Swine Drummer inflicts Horror on all your party members.
* When you're in the Weald, take a shot if a Giant lands a critical Treebranch Smackdown on a hero.
* When you're in the Cove, take a sip if a Thrall [[ActionBomb explodes on your party]].
* Take a shot if you encounter [[ThatOneBoss/DarkestDungeon The Collector or The Shambler]]. You'll need it.
** If you have DLC enabled, add The Fanatic and The Thing from the Stars to that list.
** Take a shot if a Shambler randomly spawned in pitch-black light ''or'' if you didn't know what the Shambler's Altar is and you randomly tested items until you got a "result."
** Take a celebratory drink if you win the battle. [[INeedAFreakingDrink You'll need it, too.]]
* If the Brigand Pounder misfires, take a moment to collect yourself, then drink.
* Take a sip if a hero resists getting charmed by the Siren (dodging doesn't count).
* Take a shot if Wilbur stuns your healer before they could've healed a hero who gets killed by the Swine King.
** Take two shots if Wilbur directly kills a hero.
* Have a celebratory drink if no one becomes Afflicted at the end of a Shrieker fight.
** Take a shot if a hero receives a negative Shrieker quirk.
* Take a shot if the Hag or Fanatic kill a hero immediately after they're released from the pot or pyre.



* Take a shot if the Hag or Fanatic kill a hero immediately after they're released from the pot or pyre.



* Take a shot every time someone lands a critical hit. If you like living dangerously, apply this rule for critical heals too. If you value your liver, don't use anything strong.
* Take a shot every time someone misses or dodges an attack. Again, don't use anything strong unless you want to put your liver on Death's Door.

to:

* Take a shot drink every time someone lands a critical hit. If you like living dangerously, apply this rule for critical heals too. If you value your liver, don't use anything strong.
* Take a shot drink every time someone misses or dodges an attack. Again, don't use anything strong unless you want to put your liver on Death's Door.



** Take a shot if a craving hero interacts with a Wine Crate when you ''really'' needed it for Firewood.

to:

** * Take a shot if a craving hero interacts with a Wine Crate when you ''really'' needed it for Firewood.



* Take a sip every time a you bring a Sycophant down to low health but it heals back to full before you can finish it off.

to:

* Take a sip every time a you bring a Sycophant Bloodsucker enemy down to low health but it heals back to full before you can finish it off.


Added DiffLines:

* Take a drink if a snake lands a critical hit and stresses out the Shieldbreaker.
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* Sip in frustration if your hero recovers from a stun [[CycleOfHurting only to get stunned again despite their buffed resistance]].

Added: 287

Changed: 143

Removed: 64

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** Splash half of it on your forehead if [[MemeticMutation an occultist inflicted it with Wyrd Reconstruction]] [[CriticalFailure while healing 0 HP]].

to:

** Splash half of it on your forehead if [[MemeticMutation an occultist Occultist inflicted it with Wyrd Reconstruction]] [[CriticalFailure while healing 0 HP]].



** Sip if they don't. We wouldn't want your liver to die during your play through.

to:

** Sip if they don't. We wouldn't want your liver to die during your play through.the hero gets killed on the ''first'' Deathblow check. This includes dying from a Blight or Bleed tick.



* Take a sip if a hero resists getting charmed by the Siren.



** Take a shot if a craving hero interacts with a Wine Crate when you ''really'' needed it for Firewood.



** Take another shot if that was a dungeon for a different boss.


Added DiffLines:

* Take a sip if your match is rendered null from a desync. Take another if the desync happens while you had the upper hand.

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