For what it's worth, I got thinking about this from this article: http://www.kotaku.com.au/2012/08/its-mu ... uttons-do/
Basically, we underestime the importance of transparency, tooltips and things which explain what you are doing when you are doing it in games.
The article discusses rogue-likes and old school games which require memorising rules and lore of a game before even playing it. It compares them to something like Civ 5, which what is probably the greatest UI ever created. It is so intuitive and explanatory that you can literally pick it up and play without a single manual and tutorial.
Modern gamers have come to expect that kind of thing, and find anything else frustrating.
I'm not saying that DD has to do this, it has strong roots in rogue-likes with many complex unknown rules, but modern audiences expect a certain kind of transparency. As far as I can tell, there is absolutely NO reference to the effects of desecration either before or after you trigger it.
It could be as simple as having your game 'learn' the effects; once you trigger it, it gets recorded for future reference.