Locations (Darkest Dungeon II)
The world of Darkest Dungeon II consists of a number of different Locations which the player traverses on their journey to The Mountain.
Preparation
Each run begins and ends at the Altar of Hope, where the player may spend Candles of Hope and manage the game's meta-progression. Then the player proceeds to pick a Confession and assemble a party at The Crossroads.
Regions
The main part of each expedition is spent traversing various Regions—from The Valley, a short tutorial region; to The Mountain, where the party confronts the Confession boss. Each region consists of a number of Nodes linked by Roads. The number of regions traversed during an expedition, as well as the regions available, varies by Confession.
Nodes
Most of the game's encounters take place at Nodes. There are a large number of possible encounters, from battles with Cultists to opportunities to help fellow travellers. At the end of each main region is an Oblivion's Rampart, followed by an Inn where the party may recuperate and purchase supplies.
Roads
Nodes are connected by Roads. There are five different types of roads, most of which present some type of hazard, and only one of which is neutral.
- Combat: A Road Battle
- Hazardous: -1 Armor
- Rough: -1 Wheel
- Oblivion Tear: +1 Loathing
- Safe: Nothing
If the Stagecoach traverses a Hazardous or Rough road with no or , respectively, the party will be ambushed by Pillagers. Additionally, there are various pieces of debris littered on the roads; running over this debris with the Stagecoach has a chance of generating loot.
Scouting
When entering a region, nodes and roads may either be hidden or scouted (revealed). There are a large number of factors affecting scouting chance, including hero quirks, Stagecoach Items, Pets, and region goals and modifiers.
- The Lair will always be scouted.
- When visited, the Watchtower node will reveal all subsequent locations in the region.
- Certain Region Goals (e.g. "Avoid the Hospital", or "Clear a Creature Den") will reveal the node(s) to be visited or avoided.
Region Modifiers
Each main region will have a temporary modifier which is displayed when selecting a region at the Inn.
Name | Effect |
---|---|
Bat Country | +200% Cultist Encounters. All Scouted |
Big Game | +200% Creature Dens. All Scouted |
Blood Moon | -20% Bleed RES |
Booty | +200% Academic Caches. All Scouted |
Candles & Peace | More Candles at Assistance Encounters, Academic Studies and Oases |
Candles & War | More Candles as Resistance, Cultist Encounters and Creature Dens |
Civilization | +100% Hoarders, Academic Studies and Academic Caches |
Corrupting | -20% Blight RES |
Curious | +200% Academic Studies. All Scouted |
Deluge | +200% Oases. All Scouted |
Devious Plans | -33% Battle Advantage Chance |
Drought | -100% Oases |
Grave Calling | -10% Deathblow RES |
Haze | -300% Locations Scouted |
Healthcare | +200% Field Hospitals. All Scouted |
Heat Wave | -20% Burn RES |
Heavy Winds | -20% Max Flame |
Junkyard | +200% Hoarders. All Scouted |
Light the Way | +200% Assistance Encounters. All Scouted |
Malaise | +10% Meltdown Chance |
Maze | +200% Path Choices |
Blood Run | -100% Field Hospitals
|
Outpost | +100% Creature Dens, Oases and Hospitals |
Pestilent | -20% Disease RES |
Praise the Sun | +10% Resolute Chance |
Recession | -100% Hoarders |
Strategic Plan | +33% Battle Advantage Chance |
The Gauntlet | 200% Resistance Encounters. All Scouted |
Thick Mud | +25% Move RES |
Trench Run | -50% Path Choices |
True Evil | +33% Traveling Flame Drain |
Untouched | -33% Traveling Flame Drain |
Region Goals
Each main region will have a goal which, when fulfilled, will reward Candles of Hope, mastery points, trinkets or Stagecoach Items upon completing the region. Both the goal and reward are displayed when selecting a region at the Inn.
Name | Requirement |
---|---|
A Moment's Peace | Visit an Oasis |
Anti-Commerce | Avoid the Hoarder |
Cosmic Curiosity | Visit 3 Academic Studies |
Discretion, not Valor | Fight in 2 or less Resistance Encounters |
Exterminate | Visit a Creature Den |
Fog of War | Avoid the Watchtower |
In the Light | Keep the Flame above 40 |
Naked & Afraid | Enter the region with no Stagecoach Equipment |
No Time to Bleed | Avoid the Hospital |
Patrol | Fight in 4 or more Road Fights |
Resist! | Fight in 3 or more Resistance Encounters |
Secret, Safe | Fight in 6 or less Road Fights |
Spelunk | Clear Out the Lair |
view | |
---|---|
Tutorial | The Valley |
Routes | The Foetor The Tangle The Sprawl The Shroud The Sluice |
Destination | The Mountain |