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Curio Darkest Dungeon Wiki

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This guide covers just about everything you want to know about dungeons. It has information about what to expect from each dungeon, what curios you'll find (and how to cleanse them), and quick explanations of boss fights.

A grave, dug in haste. Weald (50% odds) Gravedigging is not the healthiest of professions. (Gain effect, Blight) (50% odds) Gravedigging is not the healthiest of professions. (Gain disease, one random disease) (Use Shovel) Looks like gravedigging pays off sometimes!

This guide contains spoilers, but you probably already knew that when you clicked on the guide. If you want to make Darkest Dungeon as challenging as possible, you probably shouldn't be reading this guide (or at least ignore the content about the bosses).

Note: Due to the length of this article, I strongly encourage you to take advantage of your browser's find feature (CTRL+F) to find the what you are looking for (especially curios, just CTRL+F and type the name of the curios that you are looking for).

  1. It is slightly ajar. Weald (50% odds) The coffin contains hidden treasures. (Gain loot) (33.3% odds) There is nothing of value inside. (Nothing) (16.7% odds) Findings in the coffin give the hero insight into the nature of this world. (Gain quirk, 50% to gain 'Weald Explorer', 50% to gain 'Weald Adventurer').
  2. Aside from Curios there are two different types of obstacles that you can run into in the Courtyard - Crumbling Pillar and Shifting Mists.The first one is the typical obstacle you can find in other areas - you need to interact with it using a shovel, as otherwise the entire party will receive damage and stress damage (the light level won't decrease here).

General Dungeons

Prioritizing dungeons each week using the following guidelines:

  1. Can your team complete the mission? Are your heroes properly leveled and upgraded? Do you have enough money for provisions?
    • Level 0 heroes should complete short, apprentice missions (lvl 1)
    • Level 1 heroes should complete medium, apprentice missions (lvl 1)
    • Level 2 heroes should complete long, apprentice missions (lvl 1)
    • Level 3 heroes should complete short/medium, intermediate missions (lvl 3)
    • Level 4 heroes should complete long, intermediate missions (lvl 3)
    • Level 5 heroes (fully upgraded weapons, armor, and skills) can complete any champion missions (lvl 5)
  2. Which mission offers the most useful trinket right now?
    • Tier 1 trinkets are almost always useful (Legendary Bracer, Tough Ring, and Focus Ring)
    • Most very rare and rare class specific trinkets are worth picking up
    • Trinkets for light or dark runs (Sun/Moon Ring, Solar/Dark Cloak)
  3. Which mission offers the most useful heirlooms?
    • Deeds are the most useful heirloom until you've finished upgrading the the carriage and blacksmith.
    • Portraits are the second most useful heirloom until you've upgraded the guild.
    • Busts are useful for upgrading the sanitarium, but pretty much worthless after that.
    • Crests are needed to upgrade virtually everything, but have the highest stack and are quite common.

Provisions

The following table is a quick and dirty list of provisions to bring into a dungeon. Almost all of the numbers are excessive, but it's better to be over-prepared than under-prepared. The rewards of each dungeon will pay for the provisions used to complete the mission (and extra provisions will be sold upon completion), but you should expect to make money off of what you find in the dungeon and not based on the reward of the mission.

ItemRuinsWealdWarrensCove
ShortMediumLongShortMediumLongShortMediumLongShortMediumLong
Food121820121820121820121820
Torches813168131610162081316
Shovels234356234356
Medicinal Herbs122122345234
Holy Water234122123011
Bandages123224123246
Antivenom000234011000
Skeleton Keys122122233123

Again, these numbers are just recommendations, feel free to adjust however you'd like (antivenom and shovels help deal with locked chests, so they are a little more multipurpose than skeleton keys).

Curios

Curio Darkest Dungeon Wiki

The following table shows the curios that can be found in all dungeons:

CurioCleansing ItemResult w/ CleansingResult w/o Cleansing
Crate X X75% Heirloom
25% Nothing
Discarded Pack X X60% Gold/gems/supplies
20% Scouting
25% Nothing
Eldritch AltarHoly WaterPurge Negative Quirk25% Stress +50
33% Positive quirk
16.7% Negative quirk
25% Nothing
Hierloom ChestSkeleton Key
Antivenom
Heirloom (x3)
Heirloom (x3)
75% Gems/gold
12.5% Bleed
12.5% Blight
SackXX75% Gold/gems
25% Nothing
SconceXX100% Torch
Quests Specific Curios

The following curio only spawn during certain quests.

Darkest
LocationCurioQuest Item
The WarrensAnimalistic ShrinePick-Axe
The RuinsCorrupted AltarConsecrated Essence
The WealdChirurgeon's SatchelMedicine
The WarrensFoodstuff CrateGrain Sack
The WealdInfected CorpsePotent Salve
Darkest Dungeon (Quest 2)Iron CrownX
Darkest Dungeon (Quest 3)Locus BeaconX
The Cove Protective WardPineal Gland
The RuinsReliquaryHoly Relic
The CoveShipment CrateAncestor's Relic
Unique Curios

Some curio only spawn in certain areas.

AreaCurioCleansing ItemResult w/ CleansingResult w/o Cleansing
Darkest DungeonAncestor's KnapsackXX100% gold/gems, Ancestral trinket
Secret RoomAncient ArtifactSkeleton KeySpecial trinket/Puzzling Trapezohedron x3100% Gold/gems (x2.5)
Old Road (NG+) Transcendent TerrorXX100% Stress +100

Special Bosses

The Collector

The Collector has a random chance of spawning when your inventory is more than 60% full. He drops always Puzzling Trapezohedron (worth 2,500 gold) and has a small chance to drop a very rare trinket (Barristan's Head, Dismas' Head, and/or Julia's Head; all of them are pretty good); these trinkets can also be found in secret rooms so fighting The Collector isn't necessary.

Strategy: Assuming you've followed the dungeon guidelines above, a decently prepared team shouldn't have too much of an issue with The Collector. Ignore the Collected Vestal (you should be able to outdamage her heals), make it a priority to kill Collected Highwayman (almost all of the damage comes from this spawn) and try to keep The Collector in the third position. Stun the Collected Man-at-Arms to remove the guard buff if he's guarding The Collector.

Curio darkest dungeon wiki
The Shambler

The Shambler is harder than most bosses you'll encounter. Thankfully, the only way to fight him is to use a torch at The Shambler's Alter (a curio that randomly spawns in any dungeon). Most people decide to fight The Shambler for a chance to get ancestral trinkets (Ancestor's Map, Ancestor's Bottle, Ancestor's Candle, Ancestor's Tentacle Idol, Ancestor's Scroll).

Darkest dungeon wiki curio ruins

Warning: When/if you decide to spawn The Shambler, he'll teleport you to a hidden area and the light level is reduced to zero and cannot be increased. It is highly recommended that you are not wearing any trinkets that require a light level above 75 to be effective. There is also a guarenteed chance that your party will be suprised at the beginning of the fight, so expect your party's positions to shuffle.

Strategy: Make sure your party has high bleed/blight resistances. The Shambler is slow, so your team will almost always act before him but he summons tenacles that are much faster than he is and they will often shuffle your party's order. AoE attacks from your front line heroes (either an abomination with Rake or crusader with Zealous Accusations) can one shot the summoned tenacles. Mark The Shambler and proceed to kill him with an arbalest or bounty hunter.

Ruins

The Ruins is the first dungeon once you've reached Hamlet in the Darkest Dungeon story. This area has a lot of unholy monsters, so crusaders excell here. Stress damage can be a concern here, so ignore books in the dungeon.

Monster Type
Unholy (common), human (uncommon)
Bring
Blight skills, crusaders, extra holy water, extra keys
Don't bring
Bleed skills

Provisions

Here's a quick recommendation of what to bring with you in the Ruins based on mission length:

ItemMission Length
ShortMediumLong
Food121820
Torches81316
Shovels234
Medicinal Herbs 122
Holy Water234
Bandages123
Antivenom000
Keys122

Curios

The following table lists the curios you can expect to find in the ruins:

CurioCleansing ItemLoot w/ CleansingLoot w/o Cleansing
Alchemy TableTorch
Medicinal Herbs
Increase light to 100
Gold/gems (x2)
50% Blight
25% Gold/gems
25% Nothing
Altar of LightHoly WaterBuff DMG 30% until campBuff DMG 20% until camp
BookshelfXX25% Scouting
25% Stress +50
16.7% Positive quirk
8.3% Negative quirk
25% Nothing
Confession BoothHoly WaterStress heal +3050% Stress + 20
25% Gold/trinket
25% Purge negative quirk
Decorative UrnHoly Water
Shovel
Gems/trinket (x2)
Negative quirk - Guilty Conscience
44.4% Gems/trinkets (x1.5)
22.2% Blight
7.4% Disease - Creeping Cough
3.7% Random disease
22% Nothing
Holy FountainHoly WaterStress heal 20, cure status effects, heal 12 HP50% Stress heal 10, cure status effects, heal 5
50% Gold/gems
Iron MaidenMedicinal HerbsAny loot (x2)40% Any loot (x2)
20% Negative quirk - Claustrophobia
13.3% Disease - Tetanus
6.7% Random disease
20% Nothing
Locked Display CabinetSkeleton Key
Shovel
Gold/gems/heirlooms (x2.5)
Gold/gems/heirlooms (x2)
50% Bleed
50% Blight
Locked SarcophagusSkeleton Key
Shovel
Gold/gems/heirlooms (x1.5)
Gold/gems/heirlooms
50% Bleed
50% Blight
SarcophagusXX60% Gold/heirlooms
20% Negative quirk - Thanatophobia
20% Nothing
Stack of BooksTorchStress +10026.7% Stress +25
26.7% Random positive quirk
13.3% Random negative quirk
13.3% Decrease light by 25
20% Nothing
Suit of ArmorXX75% Buff PROT/DODGE +10 until camp
12.5% Positive quirk - Ruins Adventurer
12.5% Positive quirk - Ruins Tactician

Bosses

Boss information coming soon.

Weald

The Weald is the second dungeon unlocked in the story line and a combination of human and eldritch monsters.

Monster Type
Human (common), eldritch (common)
Bring
Bleed skills, extra provisions (all of them), plague doctors (for DOT removal)
Don't bring
Blight skills
Curio darkest dungeon wiki armor

Note: Due to the length of this article, I strongly encourage you to take advantage of your browser's find feature (CTRL+F) to find the what you are looking for (especially curios, just CTRL+F and type the name of the curios that you are looking for).

  1. It is slightly ajar. Weald (50% odds) The coffin contains hidden treasures. (Gain loot) (33.3% odds) There is nothing of value inside. (Nothing) (16.7% odds) Findings in the coffin give the hero insight into the nature of this world. (Gain quirk, 50% to gain 'Weald Explorer', 50% to gain 'Weald Adventurer').
  2. Aside from Curios there are two different types of obstacles that you can run into in the Courtyard - Crumbling Pillar and Shifting Mists.The first one is the typical obstacle you can find in other areas - you need to interact with it using a shovel, as otherwise the entire party will receive damage and stress damage (the light level won't decrease here).

General Dungeons

Prioritizing dungeons each week using the following guidelines:

  1. Can your team complete the mission? Are your heroes properly leveled and upgraded? Do you have enough money for provisions?
    • Level 0 heroes should complete short, apprentice missions (lvl 1)
    • Level 1 heroes should complete medium, apprentice missions (lvl 1)
    • Level 2 heroes should complete long, apprentice missions (lvl 1)
    • Level 3 heroes should complete short/medium, intermediate missions (lvl 3)
    • Level 4 heroes should complete long, intermediate missions (lvl 3)
    • Level 5 heroes (fully upgraded weapons, armor, and skills) can complete any champion missions (lvl 5)
  2. Which mission offers the most useful trinket right now?
    • Tier 1 trinkets are almost always useful (Legendary Bracer, Tough Ring, and Focus Ring)
    • Most very rare and rare class specific trinkets are worth picking up
    • Trinkets for light or dark runs (Sun/Moon Ring, Solar/Dark Cloak)
  3. Which mission offers the most useful heirlooms?
    • Deeds are the most useful heirloom until you've finished upgrading the the carriage and blacksmith.
    • Portraits are the second most useful heirloom until you've upgraded the guild.
    • Busts are useful for upgrading the sanitarium, but pretty much worthless after that.
    • Crests are needed to upgrade virtually everything, but have the highest stack and are quite common.

Provisions

The following table is a quick and dirty list of provisions to bring into a dungeon. Almost all of the numbers are excessive, but it's better to be over-prepared than under-prepared. The rewards of each dungeon will pay for the provisions used to complete the mission (and extra provisions will be sold upon completion), but you should expect to make money off of what you find in the dungeon and not based on the reward of the mission.

ItemRuinsWealdWarrensCove
ShortMediumLongShortMediumLongShortMediumLongShortMediumLong
Food121820121820121820121820
Torches813168131610162081316
Shovels234356234356
Medicinal Herbs122122345234
Holy Water234122123011
Bandages123224123246
Antivenom000234011000
Skeleton Keys122122233123

Again, these numbers are just recommendations, feel free to adjust however you'd like (antivenom and shovels help deal with locked chests, so they are a little more multipurpose than skeleton keys).

Curios

The following table shows the curios that can be found in all dungeons:

CurioCleansing ItemResult w/ CleansingResult w/o Cleansing
Crate X X75% Heirloom
25% Nothing
Discarded Pack X X60% Gold/gems/supplies
20% Scouting
25% Nothing
Eldritch AltarHoly WaterPurge Negative Quirk25% Stress +50
33% Positive quirk
16.7% Negative quirk
25% Nothing
Hierloom ChestSkeleton Key
Antivenom
Heirloom (x3)
Heirloom (x3)
75% Gems/gold
12.5% Bleed
12.5% Blight
SackXX75% Gold/gems
25% Nothing
SconceXX100% Torch
Quests Specific Curios

The following curio only spawn during certain quests.

LocationCurioQuest Item
The WarrensAnimalistic ShrinePick-Axe
The RuinsCorrupted AltarConsecrated Essence
The WealdChirurgeon's SatchelMedicine
The WarrensFoodstuff CrateGrain Sack
The WealdInfected CorpsePotent Salve
Darkest Dungeon (Quest 2)Iron CrownX
Darkest Dungeon (Quest 3)Locus BeaconX
The Cove Protective WardPineal Gland
The RuinsReliquaryHoly Relic
The CoveShipment CrateAncestor's Relic
Unique Curios

Some curio only spawn in certain areas.

AreaCurioCleansing ItemResult w/ CleansingResult w/o Cleansing
Darkest DungeonAncestor's KnapsackXX100% gold/gems, Ancestral trinket
Secret RoomAncient ArtifactSkeleton KeySpecial trinket/Puzzling Trapezohedron x3100% Gold/gems (x2.5)
Old Road (NG+) Transcendent TerrorXX100% Stress +100

Special Bosses

The Collector

The Collector has a random chance of spawning when your inventory is more than 60% full. He drops always Puzzling Trapezohedron (worth 2,500 gold) and has a small chance to drop a very rare trinket (Barristan's Head, Dismas' Head, and/or Julia's Head; all of them are pretty good); these trinkets can also be found in secret rooms so fighting The Collector isn't necessary.

Strategy: Assuming you've followed the dungeon guidelines above, a decently prepared team shouldn't have too much of an issue with The Collector. Ignore the Collected Vestal (you should be able to outdamage her heals), make it a priority to kill Collected Highwayman (almost all of the damage comes from this spawn) and try to keep The Collector in the third position. Stun the Collected Man-at-Arms to remove the guard buff if he's guarding The Collector.

The Shambler

The Shambler is harder than most bosses you'll encounter. Thankfully, the only way to fight him is to use a torch at The Shambler's Alter (a curio that randomly spawns in any dungeon). Most people decide to fight The Shambler for a chance to get ancestral trinkets (Ancestor's Map, Ancestor's Bottle, Ancestor's Candle, Ancestor's Tentacle Idol, Ancestor's Scroll).

Warning: When/if you decide to spawn The Shambler, he'll teleport you to a hidden area and the light level is reduced to zero and cannot be increased. It is highly recommended that you are not wearing any trinkets that require a light level above 75 to be effective. There is also a guarenteed chance that your party will be suprised at the beginning of the fight, so expect your party's positions to shuffle.

Strategy: Make sure your party has high bleed/blight resistances. The Shambler is slow, so your team will almost always act before him but he summons tenacles that are much faster than he is and they will often shuffle your party's order. AoE attacks from your front line heroes (either an abomination with Rake or crusader with Zealous Accusations) can one shot the summoned tenacles. Mark The Shambler and proceed to kill him with an arbalest or bounty hunter.

Ruins

The Ruins is the first dungeon once you've reached Hamlet in the Darkest Dungeon story. This area has a lot of unholy monsters, so crusaders excell here. Stress damage can be a concern here, so ignore books in the dungeon.

Monster Type
Unholy (common), human (uncommon)
Bring
Blight skills, crusaders, extra holy water, extra keys
Don't bring
Bleed skills

Provisions

Here's a quick recommendation of what to bring with you in the Ruins based on mission length:

ItemMission Length
ShortMediumLong
Food121820
Torches81316
Shovels234
Medicinal Herbs 122
Holy Water234
Bandages123
Antivenom000
Keys122

Curios

The following table lists the curios you can expect to find in the ruins:

CurioCleansing ItemLoot w/ CleansingLoot w/o Cleansing
Alchemy TableTorch
Medicinal Herbs
Increase light to 100
Gold/gems (x2)
50% Blight
25% Gold/gems
25% Nothing
Altar of LightHoly WaterBuff DMG 30% until campBuff DMG 20% until camp
BookshelfXX25% Scouting
25% Stress +50
16.7% Positive quirk
8.3% Negative quirk
25% Nothing
Confession BoothHoly WaterStress heal +3050% Stress + 20
25% Gold/trinket
25% Purge negative quirk
Decorative UrnHoly Water
Shovel
Gems/trinket (x2)
Negative quirk - Guilty Conscience
44.4% Gems/trinkets (x1.5)
22.2% Blight
7.4% Disease - Creeping Cough
3.7% Random disease
22% Nothing
Holy FountainHoly WaterStress heal 20, cure status effects, heal 12 HP50% Stress heal 10, cure status effects, heal 5
50% Gold/gems
Iron MaidenMedicinal HerbsAny loot (x2)40% Any loot (x2)
20% Negative quirk - Claustrophobia
13.3% Disease - Tetanus
6.7% Random disease
20% Nothing
Locked Display CabinetSkeleton Key
Shovel
Gold/gems/heirlooms (x2.5)
Gold/gems/heirlooms (x2)
50% Bleed
50% Blight
Locked SarcophagusSkeleton Key
Shovel
Gold/gems/heirlooms (x1.5)
Gold/gems/heirlooms
50% Bleed
50% Blight
SarcophagusXX60% Gold/heirlooms
20% Negative quirk - Thanatophobia
20% Nothing
Stack of BooksTorchStress +10026.7% Stress +25
26.7% Random positive quirk
13.3% Random negative quirk
13.3% Decrease light by 25
20% Nothing
Suit of ArmorXX75% Buff PROT/DODGE +10 until camp
12.5% Positive quirk - Ruins Adventurer
12.5% Positive quirk - Ruins Tactician

Bosses

Boss information coming soon.

Weald

The Weald is the second dungeon unlocked in the story line and a combination of human and eldritch monsters.

Monster Type
Human (common), eldritch (common)
Bring
Bleed skills, extra provisions (all of them), plague doctors (for DOT removal)
Don't bring
Blight skills

Provisions

Here's a quick recommendation of what to bring with you in the Weald based on mission length:

ItemMission Length
ShortMediumLong
Food121820
Torches81316
Shovels356
Medicinal Herbs 122
Holy Water122
Bandages224
Antivenom234
Keys122

Curios

The following table lists the curios you can expect to find in the ruins:

CurioCleansing ItemLoot w/ CleansingLoot w/o Cleansing
Ancient CoffinXX50% Gold/heirloom (x2)
8.3% Positive quirk - Weald Adventurer
8.3% Positive quirk - Weald Explorer
33% Nothing
Beast CarcassMedicinal HerbsFood (x2)42.9% Food
28.6% Disease - Rabies
14.3% Negative quirk - Zoophobia
14.3% Nothing
Eerie SpiderwebBandageGold/gems/trinkets (x1.5)40% Gold/gems/trinket
10% Negative quirk - Slow reflexes
10% Negative quirk - Slowdraw
40% Nothing
Left LuggageSkeleton Key
Antivenom
Any loot (x3)
Any loot (x3)
50% Any loot
50% Blight
Mummified RemainsBandageGold/trinkets (x2)50% Any loot
50% Blight
Old TreeAntivenomAny loot (x3)50% Any loot (x2)
25% Blight
25% Nothing
Pristine FountainHoly WaterStress heal 30100% Stress heal 20
Shallow GraveShovelGems/heirlooms (x3)50% Blight
50% Random disease
Traveler's TentXX37.5% Gold/supplies/hierlooms (x2)
37.5% Scouting
12.5% Stress +25
12.5% Nothing
Troubling EffigyHoly WaterRandom positive quirk18.7% Random positive quirk
18.7% Random negative quirk
18.7% Bleed
9.4% Blight
9.4% Stress +15
25% Nothing

Bosses

Boss information coming soon.

Curio Darkest Dungeon Wiki Fandom

Warrens

The Warrens is the third dungeon you unlock that's full of beast type monsters (that also happent o be human too?). Outside of being able to remove blight and bleed, plague doctors are not very good for this area due to high blight resistances.

Monster Type
Beast (common), human (common), eldritch (rareish)
Bring
Bleed skills, extra medicinal herbs, extra bandages, bounty hunters, houndmasters
Don't bring
Blight skills, as much food (food is easy to find), plague doctors

Provisions

Here's a quick recommendation of what to bring with you in the Warrens based on mission length:

ItemMission Length
ShortMediumLong
Food121820
Torches101620
Shovels234
Medicinal Herbs 345
Holy Water123
Bandages123
Antivenom011
Keys233

Curios

The following table lists the curios you can expect to find in the ruins:

CurioCleansing ItemLoot w/ CleansingLoot w/o Cleansing
Bone AltarXX100% Buff +15% DMG, +10 ACC, +5% CRT, Cure Status Effects
Dinner CartMedicinal HerbsGold/food/trinket (x2)25% Gold/food/trinket
25% Blight
25% Random disease
25% Nothing
Makeshift Dining TableMedicinal HerbsGold/food/supplies (x2)25% Gold/food/supplies
25% Blight
25% Random disease
25% Nothing
Moonshine BarrelMedicinal HerbsBuff +30% DMG until camp33.3% Gold/food/supplies
33.3% Blight
11.1% Negative quirk - Alcoholism
22.2% Nothing
Occult ScrawlingsHoly WaterDebuff -20% DODGE33.3% Random positive quirk
25% Stress +25
17.6% Random negative quirk
25% Nothing
Pile of BonesHoly WaterAny loot (x2)25% Any loot (x2)
25% Random disease
25% Negative quirk - Bloodthirsty
25% Nothing
Pile of ScrollsTorchPurge negative quirk33.3% Scouting
16.7% Stress +15
11.1% Random positive quirk
5.6% Negative quirk
33.3% Nothing
Rack of BladesBandageGold/gems/food (x1.5)40% Gold/gems/food
40% Bleed
20% Nothing
Sacrificial StoneXX50% Stress +50
25% Purge negative quirk
12.5% Positive quirk - Warrens Explorer
12.5% Positive quirk - Warrens Scrounger
Stack of BooksTorchStress +10026.7% Stress +25
26.7% Random positive quirk
13.3% Random negative quirk
13.3% Decrease light level 25
20% Nothing

Bosses

Boss information coming soon.

Cove

The Cove is the fourth dungeon that you unlock and offers crests as an award. Bring an occulist since the majority of the enemies in this area are eldritch. Thralls are unique to this area and explode at low health dealing significant damage to the entire party. Damage is significantly higher in this dungeon and getting surprised can result in a party member's death.

Monster Type
Eldritch (common), human (uncommon), unholy (rareish)
Bring
Blight skills, extra bandages, extra shovels, extra medicinal herbs, occultist
Don't bring
Bleed skills

Provisions

Here's a quick recommendation of what to bring with you in the Cove based on mission length:

ItemMission Length
ShortMediumLong
Food121820
Torches81316
Shovels345
Medicinal Herbs 234
Holy Water011
Bandages246
Antivenom000
Keys12 2

Curios

The following table lists the curios you can expect to find in the ruins:

CurioCleansing ItemLoot w/ CleansingLoot w/o Cleansing
Barnacle Crusted ChestShovelAny loot (x3)50% Gold/gems/hierlooms/supplies (x2)
25% Bleed
25% Nothing
Bas-ReliefShovelStress +10067% Positive quirk
25% Negative quirk
8.3% Disease
Brackish Tide PoolAntivenomStress heal +5 OR Heal 5 HP and Cure statuses75% buff 33% resist blight, bleed, disease, and debuff until camp
25% Random disease
Eerie CoralMedicinal HerbsRemove negative quirk50% Stress heal 10
25% Stress +25
25% Nothing
Fish IdolHoly Water50% Buff +18% DMG until camp
50% Buff +10% DMG, +5 ACC until camp
50% Debuff -25% DMG, -10 ACC until camp
50% Debuff -12 DODGE until Camp, Marked for 3 rounds
Fish CarcassMedicinal HerbsAny loot (x3)16.7% Gold/Gems/Supplies
16.7% Disease - The Red Plague
11.1% Blight
5.5% Bleed
50% Nothing
Giant OysterShovel
Dog Treats
Gold/trinkets (x3)
Buff +25 DODGE until camp
40% Gold/Trinkets (x2)
40% Bleed
20% Nothing
Ship's FigureheadXX66.7% Buff +20% DMG, +4 SPD until camp
33.3% Stress heal

Bosses

Boss information coming soon.

External Links

Change Log

  • 03/11/2016 - Removed quest rewards from each dungeon as the antiquarian patch randomized the rewards.

Resources

One of the loading screens of the Farmstead

'Some blazing malevolence from beyond the stars has crashed upon the Miller's farm. Lands that have, in past years, yielded rich harvests are now sown with a new and terrifying seed—an unrelenting crystalline consumption that inches outward from the mill with each passing season.'

Some hateful shard of alien origin has streaked through the night sky, crashing into the old Miller's farm on the outskirts of the Hamlet! Those unfortunate enough to witness the Comet's arrival have been blinded by what they can only describe as a shifting, ephemeral hue of damnably abrasive intensity. There has been no word from the farm in a fortnight, save for the unearthly groaning that echoes from the ruin of the mill…

Ever since the Comet struck the Old Windmill, the Farmstead and its surrounding acres of land have been severely altered by the otherworldly corruption. As if the natural flow of time has been distorted beyond recognition; once fertile fields are a lifeless wasteland where only crystallized wheat and mutated pumpkins can grow and the acres are littered with fossilized remains of people, livestock, and petrified crops, as if they have aged uncountable years in a blink of an eye. Even the stars above the Farmstead are not right: none of the recognizable constellations can be seen in the night sky, and the Northern Star is in the wrong position, as if these night skies are not from this time and place.

The only reason why this new source of Evil and corruption have not taken over the Estate is because of the Enchanted Stone Slabs on the perimeter of the Farmstead keep this new Evil contained, but like all things, it is only a matter of time before the barrier is pierced by this terror from the stars.

  • 1Behavior
  • 2Strategy

Behavior[edit | edit source]

The Farmstead is a new location that is introduced in the Color of Madness DLC. It is unique in the fact that it eschews exploration for pure combat - When you enter, you are pitted against a constant stream of monsters, new ones coming in to take the place of the old. The first two missions act as a tutorial to the main draw of the place - An Endless mode, where you are pitted against wave after wave of monsters until you are defeated or you flee.

The Farmstead differs from the other areas of the game in a number of ways.

  • Enemy corpses, if ignored, become large crystal formations. If these are left alive, they explode for HP and Stress damage.
  • The torch does not fade over time but instead takes a multitude of different variants.
  • There is no negative consequence to fleeing from the battle, other than losing out on the level's bonuses.
  • In the endless mode, death is temporary. If a character dies, they become lost in time and space, only to eventually reappear after a week or two - This is functionally identical to the way adventurers can go missing after participating in Stress Relief. However, be wary as losing a character will cause their trinkets to be lost as well until you are able to retrieve them eventually from the Shrieker.
  • Losing all characters to a run will cause all shards and any/all drops to be lost as well.
  • Camping is only initiated through the Miller's Hearth, meaning one will have to work for a camp.
  • One inventory slot is taken up by a single quest-like item: Memory. This cannot be discarded, and serves to provide some lore, along with a slight splinter in terms of inventory management.

Lighting Effects[edit | edit source]

Heroes will travel through a multitude of dimensions, past, present, or future, with specific enemies from each region, even the last one. Each fight will bring an alternation between dimensions. When in the Farmstead the lighting will be Farmstead's Miasma, and when between dimensions the light will be randomly selected at the beginning of a wave.

Lighting Effects
Lighting NameHero EffectsMonster Effects
Farmstead Miasma
  • -10% Healing Received
  • +10% Stress
None
Blazing
  • +20% DMG vs Marked
  • +20% Debuff Skill Chance
  • +3 SPD
  • +10% PROT
Haunting
  • +15% Blight Skill Chance
  • +10% Stress
  • +15% Blight Skill Chance
  • +10 DODGE
Gleaming
  • +15% Bleed Skill Chance
  • +15% Healing Skills
  • +15% Bleed Skill Chance
  • +5% CRT
Splendorous
  • +5% Virtue Chance
  • +20% Stress Skills
  • -10% Bleed Resist
  • -10% Blight Resist

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Reflections[edit | edit source]

Once the player has progressed beyond 200 kills, the shimmering space-time of the corrupted Farmstead takes on an endgame condition, called a 'Reflection'. These are mutators that increase the difficulty of the quest in different ways from that point onward. These conditions stack on top of other Light conditions already present in whatever room the player is present in the Farmstead or Space and Time.

Reflections
Reflection NameHero EffectsMonster Effects
Unbearable Reflection
  • +33% Stress
  • -33% Stress Skills
  • +4 SPD
Reflection of Decay
  • -50% Healing
  • +15% PROT
  • +25% Stun Resist
  • +25% Debuff Resist
Sanguine Reflection
  • -8% Deathblow Resist
  • +7.5% CRT
  • +3 SPD
Reflection Obscura
  • -20% Stress
  • -20% Healing
  • +10% PROT
  • +25% DMG

Strategy[edit | edit source]

Provisions[edit | edit source]

There is no need to bring Torches, or Shovels here. Food is not available for the Apprentice and Veteran missions as the expedition will begin with an enemy encounter. Food will be useful for the Miller's Hearth curio when camping.

Like any Darkest Dungeon's quest, you can bring any Bandage, Antivenom, Medicinal Herb, Skeleton Key, Holy Water and Laudanum you think you will need. Remember that it's better to be prepared. Note that with the new buildings, many of these items now provide significant resistance buffs as well.

Even if you have The Crimson Court (DLC), you will not see any enemies from the Courtyard. Because of this, it is highly recommended to avoid bringing heroes with the Crimson Curse, so you will not need to bring The Blood. Doing so would mean you need to manage the hero's curse level and sacrifice one or two inventory slots that could be used for something else of more importance for the entire party rather than one cursed hero. You will also never receive the Blood as rewards from fights or from any curio, making running out entirely far more of a risk.

Party Composition[edit | edit source]

The Endless Harvest is a matter of endurance, meaning that maintaining your party's overall health (particularly stress) will be paramount for a long run.

  • Firstly, you'll need a good healer. Ideally, a good Vestal will do the job and perhaps the Hippocratic quirk. Although the Occultist can heal an enormous amount, he is a far riskier choice as a primary healer. He only has single target heals and lacks the consistency of the Vestal, occasionally healing for very small amounts or even nothing, and potentially inflicting bleed.
  • Secondly, heroes with stress heal skills are very helpful. For example, the Jester with Inspiring Tune and the Flagellant with Endure have an incredible synergy. With the Dirge For The Devoured on the Jester and the Aria Box on the Flagellant, you can easily heal over 30 stress per turn.
  • Limited-use skills such as the Jester's Finale or Flagellant'sExsanguinate will not be refreshed until the end of the entire group of waves - that is, after reaching the crystal at the end of the wave meter (a boss at all except the first time) and not the brief rest rooms between. Parties which rely on these skills for normal progression will be difficult to manage.

Any corpses left will become a Crystalline Aberration on the next turn. While you will receive a minor heal for destroying them, it is important to destroy them quickly or remove corpses before they can turn in order to avoid their explosive attacks. A good solution is to use Bleed skills (Blight can be an alternative, but you will encounter many Farmstead monsters on this quest which all have very high Blight resistance).This will allow you to quickly remove the corpse, and it's an excellent way to neutralize enemies in order to heal yourself.Nevertheless, keep in mind that you will likely encounter Ruins enemies during the quest, who are incredibly resistant to bleed. Balance your strengths.

It's important to have well-chosen camping skills. Since fights last very long, combat buffs are welcome. As you can quickly contract diseases (especially against Warrens and Cove monsters), skills which can remove them (like the Grave Robber's Snuff Box) are perfect. As mortality debuffs from Death Door recovery stack, skills which remove them are particularly useful here.

You will not need scouting or ambush prevention skills, you cannot be ambushed on Farmstead quests.

General Strategy[edit | edit source]

The Farmstead works in waves: you'll need to fight a specific amount of monsters in order to spawn the Sleeper's Dream and end the fight. Note that there must be an open enemy slot for the Sleeper's Dream to spawn. It always acts first in the round, and always uses 'Beyond Time and Space' to teleport the party to a room.

When you kill a monster and remove the corpse, 2 turns later others will replace them. This will be triggered on the first kill, if you kill any others after this one, next turn or not, all open slots will be filled at the same time. Again and again, until the next kill threshold is reached. Corpses left standing will be replaced on the next turn by a Crystalline Aberration. Large corpses will be replaced by two.

This is why you shouldn't rush for kills, it's better to move forward by killing two enemies at a time in order to contain the fight. You should prioritize killing stress dealers, as stress will be harder, in the long run, to deal with than raw damage. Damage dealer enemies should be the last to go. Stack bleed/blight and heal yourself as often as possible.When you are near the kill quota, you can rush for kills. Once you reach the threshold (and there is an open slot for the Sleeper's Dream to spawn) there is no need to kill the remaining enemies left as you will be teleported away. Therefore it's not important to attack enemies past this point (unless you are in real danger of taking a deathblow or stress damage), and now would be the time for buffing and healing your heroes until the Sleeper's Dream appears.

The meter at the top right corner of the screen increases with each wave of enemies killed, after the last wave, you will encounter a Boss.The first two bosses are set: first The Miller, then The Sleeper.For later waves, the boss is chosen randomly from a pool, which includes the Thing From The Stars, the Shambler, the Crocodilian (even if Crimson Court DLC is/isn't installed) the Shrieker, the Collector, the Swine God, the Flesh, the Necromancer, the Prophet, the Hag, the Brigand Pounder, the Siren, the Drowned Crew, and Brigand Vvulf (only if Wolves at the Door mission is completed). Additionally, the Fracture can appear again.

Pay attention to which kind of light is active and which area you appear in, act accordingly.For example, when you reach the yellow light (Splendorous), it can be worth letting heroes cross the Affliction limit, as you have a 5% increased chance to get a virtuous hero. This does not guarantee one, however, and bear in mind that virtues are cleared by reaching 200 stress.

In the Farmstead, skills that have limited uses per battle (such as Leper's Revenge, Plague Doctor's Blinding Gas or Jester's Finale) do not refresh their usage until the end of the certain group of waves (after the boss battle) instead of refreshing after each wave. You may consider keeping these skills only for bosses, or refresh them with the Shard Dust, although it comes at the cost of stress and irremovable debuffs.

Battle Strategies and Party Compositions[edit | edit source]

  • In the endless mode, stress is a bigger threat than HP damage. Therefore, it is advised to use heroes with - stress% quirks, equip - stress% trinkets, or kill your enemies fast.
  • Highwayman's Crimson Court trinkets effect can turn stress damage into your advantage if his virtue can proc. (basic 25% + 45% from trinkets = 70%)
  • Vestal's Divine Comfort is a great counter to Miller's Reaping.
  • One viable party composition for AOE damage is Plague Doctor / Vestal / Shieldbreaker / Shieldbreaker. Equip Plague Doctor with Prophet's Eye and Blasphemous Vial, Vestal with 1 +healing skills trinket such as Salacious Diary from Crimson Court and 1 - stress% trinket such as Aria Box from Madman, both Shieldbreakers with both offensive trinkets (spectral speartip is a great choice). Using impale, stuns, emboldening vapours and camping skill snake eyes X2, you will make short work against the endless waves and even the bosses there. Moreover, Shieldbreaker's Serpent Sway can be used when there is no enemy or to swap positions. Bear in mind that you will NOT last past wave 4 with this build, as it has no Jester.
  • Another viable party composition for farming shards is Plague Doctor / Vestal / Highwayman / Antiquarian. Equip Antiquarian (+15% basic) with Crystal Pendant (+15%) and Cluster Pendant (+25%), you will gain +55% shards in total but the Antiquarian will probably die of heart attack. Antiquarian's Protect me! and Highwayman's riposte plus DMG buff: emboldening vapours, tracking shot and unparalleled finesse work great together. Bear in mind that you will NOT last past wave 3 with this build, it's purely for farming.
  • The best party composition for long-term fighting should be Vestal / Jester / Shieldbreaker / Shieldbreaker. Equip Vestal with Prophet's Eye and Salacious Diary from Crimson Court, Jester with Bright Tambourine and Dirge For The Devoured. With Jester spamming Battle Ballad, occasional Inspiring Tune and bleeding attacks when needed plus camping skill Every Rose Has Its Thorn. Stress and health will not be a problem until you run out of supplies after about wave 10. This party is confirmed to have 562 kills in Stygian Farmstead.

List of Farmstead Monsters[edit | edit source]

Random Bosses Pool
EnemyHPDODGEPROTSPDTypeResistancesAbilities




Curios[edit | edit source]

Curios found within the Farmstead
Curio & typeDescriptionCleansingWithout cleansing
Gleaming Shards
Glittering crystals spill onto the ground.

(This curio can only appear inside rooms.)




Fresh Harvest
Tantalizing provisions to renew a body.

(This curio can only appear inside rooms.)



Visual basic 2010 free. download full version with crack.


Stockpile
Useful supplies for this harrowing journey.

(This curio can only appear inside rooms.)

Food x6-12 + Any Supplies + Trinket



Rotted Fare
Take up the hatchet. Blow off some steam.

(This curio can only appear inside rooms.)




Miller's Hearth
The fireplace is slowly coming apart but looks functional.

(This curio can only appear inside rooms.)




Corrupted Harvest
Take up the axe. Blow off some steam.

(This curio can only appear inside rooms.)




Plentiful Bounty
Tantalizing provisions to renew our energies.

(This curio can only appear inside rooms.)




Mildred
This anguished creature does not seem hostile, yet.

(This curio can only appear inside rooms.)




Darkest Dungeon Wiki Curio



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