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Bar: lowest stress relief when compared with Gambling Hall or Brothel and, sometimes, heroes may get the perk Tippler (will only drink for stress relief) or Resolution (will never drink for stress relief. Sometimes, they may disappear for a week or two as they go on a drunken bender. Also, they might lose some money because they are drunk.
Gambling Hall: medium stress relief. Heroes may get the perks Gambler (will only gamble for stress relief) or Known Cheat (not allowed to gamble for stress relief). They may become unavailble for a week if they get a "streak of luck" and continue to gamble. Also, they might lose a trinket or win a trinket depending on theit luck at gambling although this does not happen often.
Brothel: highest stress relief. Heroes may get the perks Love Interest (will only visit the Brothel for stress relief) or Deviant Tastes (not allowed to visit the Brothel for stress relief). They may stay in the Brothel for another week as they "experience untold pleasures". Also, they might get robbed and lose some money.
The Abbey has:
Cloister: similar to the Bar for stress relief. Heroes may get perks such as Balanced or Meditator (will only meditate for stress relief). On the other hand, they might get Calm (IIRC, it lowers their damage in the first round of combat?) or Unquiet Mind (will not meditate for stress relief. Also, they might donate money to the Abbey thus losing money for you, or refuse to leave for another week as they meditate or go on a personal "vision quest" for a few weeks.
Transept: similar to the Gambling Hall for stress relief. Heroes may get extra stress relief or may receive a trinket from the Abbot due to their devotion. On the other hand, they may get the quirks God Fearing (will only pray for stress relief) or Witness (will not pray for stress relief). They may also become unavailable for a couple of week as they go on a "holy quest" or donate money to the Abbey as for the Cloister.
Penance Hall: similar to the Brothel in terms of stress relief. Heroes may get the quirk Flagellant (will only flagellate for stress relief) or Faithless (will never flagellate for stress relief). They may also refuse to leave the Penance Hall as they "become one with pain" for a week. Rarely, they may become unavailable as they go on a quest as above. Rarely, they may get a damage debuff due to excessive blood loss.
So, as you can see, they are pretty similar but, I believe, you need Busts and Crests to upgrade the Abbey while you need Portraits and Crests to upgrade the Tavern. Depending on which of those you have the most, you should upgrade accordingly.
Those portraits stacks are small and needed for the Guild.
From the gamepedia:
Bar
The bar is the place to go to drown the horrors of battle in a rightful pint of ale. It is the least expensive stress relief method of the tavern, but also the most risky. The base cost for stress relief in the bar is 1000 gold.
Positive Possibilities[edit | edit source]
Negative Possibilities[edit | edit source]
"Character name" is experiencing double vision (-10 ACC) after a long night of drinking.
"Character name" is moving sluggishly (-10 Dodge) this morning.
"Character name" after a particularly bad night has sworn off drinking. New Quirk: Resolution
"Character name" lost 500 gold after becoming tipsy and buying a round for the house.
"Character name" has developed a reliance on spirits. New Quirk: Tippler
"Character name" went on a drunk bender and hasn't been seen since the previous evening.
"Character name" blacked out and misplaced a trinket: "Trinket name"
Gambling
Gambling is an effective way of leaving the stress of battles behind, but it can be costly. The base cost for gambling is 1250 gold.
Positive Possibilities[edit | edit source]
"Character name" gained 500 gold while gambling.
"Character name" gambled and won a trinket: "Trinket name"
Negative Possibilities[edit | edit source]
"Character name" retired to a private dice game in unknown whereabouts.
"Character name" was caught marking cards. New Quirk: Known Cheat
"Character name" is addicted to the thrill of the dice. New Quirk: Gambler
"Character name" doesn't know when to bet and when to fold. New Quirk: Bad Gambler
"Character name" lost 500 gold while gambling.
"Character name" gambled and lost a trinket: "Trinket name"
Brothel
Going to a brothel is sure to make heroes forget about the nastiest parts of their struggle against darkness, but the flesh is weak and hygiene is often optional. The base cost for stress relief in the brothel is 1500 gold.
Positive Possibilities[edit | edit source]
"Character name" exits the Brothel with a skip in their step after a memorable evening. ( +6 Speed )
"Character name" feels sated and relaxed (-25% Stress) after a night amongst the cushions.
Negative Possibilities[edit | edit source]
"Character name" is exhausted ( -5 Speed )after exertions in the Brothel.
"Character name" had an unforgettable evening and has formed an "attachment." New Quirk: Love Interest
"Character name" brought more out of a night of debauchery than memories only. New Disease: Syphilis
"Character name" was caught making...strange...requests. New Quirk: Deviant Tastes
"Character name" s debauchery has reached new heights - whereabouts unknown.
Cloister
The cloister allows the heroes to meditate and is the lowest priced stress relief method in the abbey. The base cost for 45 stress relief in the abbey is 1000 gold.
Positive Possibilities[edit | edit source]
"Character name" has used meditation to achieve resistance to the forces of the material world. New Quirk: Balanced
"Character name" has found meditation to be a perfect fit. New Quirk: Meditator
Negative Possibilities[edit | edit source]
"Character name" has achieved constant calm. New Quirk: Calm
"Character name" has achieved a state of emptiness and refuses to stop meditating. (lasts one week.)
"Character name" has gone on a personal vision quest to achieve enlightenment.
"Character name" lost 1000 gold after becoming overcome with emotion and donating generously.
"Character name" could not achieve a meditative state and has become frustrated. New Quirk: Unquiet Mind
Transept
The transept is where heroes go to pray to a higher power. Its stress relief prices and effectiveness are average. The base cost for 55 stress relief in the transept is 1250 gold.
Positive Possibilities[edit | edit source]
"Character name" is filled with hope (-20% Stress) after communig with a Higher Power.
Abbey: "Character name" has impressed the Abbot with piety and was given a trinket as a gift! "Trinket name"
Negative Possibilities[edit | edit source]
"Character name" while praying, saw a glimpse of Greater Beings controlling destiny. New Quirk: God Fearing
"Character name" observed ...unsavory... activities and refused to take part in organized prayer again. New Quirk: Witness
"Character name" lost 1000 gold after becoming overcome with emotion and donating generously.
"Character name" has left in search of a holy vision.
Penance Hall
The penance hall allows the heroes to relief their stress by flagellating, punishing the flesh to elevate the mind. The base cost for 65 stress relief in the penance hall is 1500 gold.
Positive Possibilities[edit | edit source]
"Character name" became more strong and powerful (20% damage) after overcoming the challenges of the flesh.
Negative Possibilities[edit | edit source]
"Character name" in a moment of pain and struggle, has lost faith. New Quirk: Faithless
"Character name" is feeling weak with blood loss (-20%damage) after a vigorous round of flagellation.
"Character name" has become one with pain and refuses to stop flagellating yet.
"Character name" has left on a quest of personal hardship and pain.
Do note that nothing happening would generally be considered a positive possibility in darkest dungeon.
The other effects, especially late game, can be reversed by paying.
To upgrade a Tavern you have to spend precious portraits and you need those for a Guild.
Also one negetive effect which i didn't see mentioned is that you can catch syphilis in brothel.