![]() A fearful stirring at the edge of the torchlight betrayed a familiar witness and gifted me with malign inspiration. The pact struck, my new-found accomplices slipped silently beneath the brackish water. Their price was the delivery of an obscure idol and one other item of more troubling portent. In financial desperation, I struck a bargain with the ancient things that surfaced in search of sacrifice when the moon was right. Faithful as the tide, one precocious village waif made it her hobby to shadow my every errand. If you build it early in the game and your strategy is to acquire a lot of gold quickly using the Antiquarian, for example, it’s a great district.My lofty position wasn't always accompanied by the fear of office, and there was a time when I could walk the streets or raise a glass in the tavern without concern for molestation. It’s just because it’s a very special district. You will notice that I did not mention the bank. Two more respite points don’t really matter. +2 respite points when there is an Abomination, Hellion or Leper in the party. Similar to the mill but less good since it does not allow us to free an inventory box. More resists when using Holy Water, +stress resist when using Laudanum.ĭecent, you save a little bit of gold and win an empty inventory slot by not having to bring as much food. Increasing resists is never a bad thing but these items are situational. +Disease resist when using Medicinal Herbs, +blight resist when using Antivenom. Not bad but applies to only one character. 10% stress, +2 speed, and +20% damage when using Finale on Jester. It helps save a little gold, the tavern and the abbey are expensive at the highest levels. Poor districts Puppet TheaterĬharacters recover 15 stress when idle instead of 5 stress. The healing bonus for the Vestal is very good. +10% healing and +10% stun resist on Crusader, Vestal, and Flagellant. This helps the Plague Doctor and the Occultist to hit the enemy with their main offensive abilities. +15% blight, +15% debuff, and 15 stress healed when interacting with some curios on Antiquarian, Occultist and Plague Doctor. Very handy for surviving the Crimson Courtyard DLC infestation. Huge critical damage bonus on damage dealing classes. +5% critical and +5% scouting on Bounty Hunter, Grave Robber, and Highwayman. Health points and accuracy are always welcome! House of the yellow hand +4 accuracy and +10% health on Arbalest, Houndmaster, Shieldbreaker, and Man-at-Arms. ![]() Great benefits that help to make gold faster and help characters in combat. +50% loot chance, +1% crit, +2.5% scouting and +5% surprise attack. I divided them into three categories: excellent districts, good districts, and poor districts. And it’s definitely impossible to build them all before the time limit of Stygian and Bloodmoon difficulty modes, so we have to make choices. It is impossible to build them all before a long time. ![]() Only one problem: districts are very expensive. They do not change the gameplay in a major way but we all know that Darkest Dungeon is a very difficult game, so anything that can help is welcome! The districts appeared with the addition of the Crimson Court DLC and are an interesting way to slightly improve the statistics of our characters and make our life easier.
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