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.
- Curio Darkest Dungeon Wiki Fandom
- Curio Darkest Dungeon Wiki Dawn
- Darkest Dungeon Wiki Curio
- Darkest Dungeon Ruins Curios
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).
- 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').
- 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:
- 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)
- 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)
- 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.
Item | Ruins | Weald | Warrens | Cove | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Short | Medium | Long | Short | Medium | Long | Short | Medium | Long | Short | Medium | Long | |
Food | 12 | 18 | 20 | 12 | 18 | 20 | 12 | 18 | 20 | 12 | 18 | 20 |
Torches | 8 | 13 | 16 | 8 | 13 | 16 | 10 | 16 | 20 | 8 | 13 | 16 |
Shovels | 2 | 3 | 4 | 3 | 5 | 6 | 2 | 3 | 4 | 3 | 5 | 6 |
Medicinal Herbs | 1 | 2 | 2 | 1 | 2 | 2 | 3 | 4 | 5 | 2 | 3 | 4 |
Holy Water | 2 | 3 | 4 | 1 | 2 | 2 | 1 | 2 | 3 | 0 | 1 | 1 |
Bandages | 1 | 2 | 3 | 2 | 2 | 4 | 1 | 2 | 3 | 2 | 4 | 6 |
Antivenom | 0 | 0 | 0 | 2 | 3 | 4 | 0 | 1 | 1 | 0 | 0 | 0 |
Skeleton Keys | 1 | 2 | 2 | 1 | 2 | 2 | 2 | 3 | 3 | 1 | 2 | 3 |
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:
Curio | Cleansing Item | Result w/ Cleansing | Result w/o Cleansing |
---|---|---|---|
Crate | X | X | 75% Heirloom 25% Nothing |
Discarded Pack | X | X | 60% Gold/gems/supplies 20% Scouting 25% Nothing |
Eldritch Altar | Holy Water | Purge Negative Quirk | 25% Stress +50 33% Positive quirk 16.7% Negative quirk 25% Nothing |
Hierloom Chest | Skeleton Key Antivenom | Heirloom (x3) Heirloom (x3) | 75% Gems/gold 12.5% Bleed 12.5% Blight |
Sack | X | X | 75% Gold/gems 25% Nothing |
Sconce | X | X | 100% Torch |
The following curio only spawn during certain quests.
Location | Curio | Quest Item |
---|---|---|
The Warrens | Animalistic Shrine | Pick-Axe |
The Ruins | Corrupted Altar | Consecrated Essence |
The Weald | Chirurgeon's Satchel | Medicine |
The Warrens | Foodstuff Crate | Grain Sack |
The Weald | Infected Corpse | Potent Salve |
Darkest Dungeon (Quest 2) | Iron Crown | X |
Darkest Dungeon (Quest 3) | Locus Beacon | X |
The Cove | Protective Ward | Pineal Gland |
The Ruins | Reliquary | Holy Relic |
The Cove | Shipment Crate | Ancestor's Relic |
Some curio only spawn in certain areas.
Area | Curio | Cleansing Item | Result w/ Cleansing | Result w/o Cleansing |
---|---|---|---|---|
Darkest Dungeon | Ancestor's Knapsack | X | X | 100% gold/gems, Ancestral trinket |
Secret Room | Ancient Artifact | Skeleton Key | Special trinket/Puzzling Trapezohedron x3 | 100% Gold/gems (x2.5) |
Old Road (NG+) | Transcendent Terror | X | X | 100% Stress +100 |
Special Bosses
The CollectorThe 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 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:
Item | Mission Length | ||
---|---|---|---|
Short | Medium | Long | |
Food | 12 | 18 | 20 |
Torches | 8 | 13 | 16 |
Shovels | 2 | 3 | 4 |
Medicinal Herbs | 1 | 2 | 2 |
Holy Water | 2 | 3 | 4 |
Bandages | 1 | 2 | 3 |
Antivenom | 0 | 0 | 0 |
Keys | 1 | 2 | 2 |
Curios
The following table lists the curios you can expect to find in the ruins:
Curio | Cleansing Item | Loot w/ Cleansing | Loot w/o Cleansing |
---|---|---|---|
Alchemy Table | Torch Medicinal Herbs | Increase light to 100 Gold/gems (x2) | 50% Blight 25% Gold/gems 25% Nothing |
Altar of Light | Holy Water | Buff DMG 30% until camp | Buff DMG 20% until camp |
Bookshelf | X | X | 25% Scouting 25% Stress +50 16.7% Positive quirk 8.3% Negative quirk 25% Nothing |
Confession Booth | Holy Water | Stress heal +30 | 50% Stress + 20 25% Gold/trinket 25% Purge negative quirk |
Decorative Urn | Holy 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 Fountain | Holy Water | Stress heal 20, cure status effects, heal 12 HP | 50% Stress heal 10, cure status effects, heal 5 50% Gold/gems |
Iron Maiden | Medicinal Herbs | Any loot (x2) | 40% Any loot (x2) 20% Negative quirk - Claustrophobia 13.3% Disease - Tetanus 6.7% Random disease 20% Nothing |
Locked Display Cabinet | Skeleton Key Shovel | Gold/gems/heirlooms (x2.5) Gold/gems/heirlooms (x2) | 50% Bleed 50% Blight |
Locked Sarcophagus | Skeleton Key Shovel | Gold/gems/heirlooms (x1.5) Gold/gems/heirlooms | 50% Bleed 50% Blight |
Sarcophagus | X | X | 60% Gold/heirlooms 20% Negative quirk - Thanatophobia 20% Nothing |
Stack of Books | Torch | Stress +100 | 26.7% Stress +25 26.7% Random positive quirk 13.3% Random negative quirk 13.3% Decrease light by 25 20% Nothing |
Suit of Armor | X | X | 75% 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
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).
- 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').
- 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:
- 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)
- 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)
- 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.
Item | Ruins | Weald | Warrens | Cove | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Short | Medium | Long | Short | Medium | Long | Short | Medium | Long | Short | Medium | Long | |
Food | 12 | 18 | 20 | 12 | 18 | 20 | 12 | 18 | 20 | 12 | 18 | 20 |
Torches | 8 | 13 | 16 | 8 | 13 | 16 | 10 | 16 | 20 | 8 | 13 | 16 |
Shovels | 2 | 3 | 4 | 3 | 5 | 6 | 2 | 3 | 4 | 3 | 5 | 6 |
Medicinal Herbs | 1 | 2 | 2 | 1 | 2 | 2 | 3 | 4 | 5 | 2 | 3 | 4 |
Holy Water | 2 | 3 | 4 | 1 | 2 | 2 | 1 | 2 | 3 | 0 | 1 | 1 |
Bandages | 1 | 2 | 3 | 2 | 2 | 4 | 1 | 2 | 3 | 2 | 4 | 6 |
Antivenom | 0 | 0 | 0 | 2 | 3 | 4 | 0 | 1 | 1 | 0 | 0 | 0 |
Skeleton Keys | 1 | 2 | 2 | 1 | 2 | 2 | 2 | 3 | 3 | 1 | 2 | 3 |
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:
Curio | Cleansing Item | Result w/ Cleansing | Result w/o Cleansing |
---|---|---|---|
Crate | X | X | 75% Heirloom 25% Nothing |
Discarded Pack | X | X | 60% Gold/gems/supplies 20% Scouting 25% Nothing |
Eldritch Altar | Holy Water | Purge Negative Quirk | 25% Stress +50 33% Positive quirk 16.7% Negative quirk 25% Nothing |
Hierloom Chest | Skeleton Key Antivenom | Heirloom (x3) Heirloom (x3) | 75% Gems/gold 12.5% Bleed 12.5% Blight |
Sack | X | X | 75% Gold/gems 25% Nothing |
Sconce | X | X | 100% Torch |
The following curio only spawn during certain quests.
Location | Curio | Quest Item |
---|---|---|
The Warrens | Animalistic Shrine | Pick-Axe |
The Ruins | Corrupted Altar | Consecrated Essence |
The Weald | Chirurgeon's Satchel | Medicine |
The Warrens | Foodstuff Crate | Grain Sack |
The Weald | Infected Corpse | Potent Salve |
Darkest Dungeon (Quest 2) | Iron Crown | X |
Darkest Dungeon (Quest 3) | Locus Beacon | X |
The Cove | Protective Ward | Pineal Gland |
The Ruins | Reliquary | Holy Relic |
The Cove | Shipment Crate | Ancestor's Relic |
Some curio only spawn in certain areas.
Area | Curio | Cleansing Item | Result w/ Cleansing | Result w/o Cleansing |
---|---|---|---|---|
Darkest Dungeon | Ancestor's Knapsack | X | X | 100% gold/gems, Ancestral trinket |
Secret Room | Ancient Artifact | Skeleton Key | Special trinket/Puzzling Trapezohedron x3 | 100% Gold/gems (x2.5) |
Old Road (NG+) | Transcendent Terror | X | X | 100% Stress +100 |
Special Bosses
The CollectorThe 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 ShamblerThe 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:
Item | Mission Length | ||
---|---|---|---|
Short | Medium | Long | |
Food | 12 | 18 | 20 |
Torches | 8 | 13 | 16 |
Shovels | 2 | 3 | 4 |
Medicinal Herbs | 1 | 2 | 2 |
Holy Water | 2 | 3 | 4 |
Bandages | 1 | 2 | 3 |
Antivenom | 0 | 0 | 0 |
Keys | 1 | 2 | 2 |
Curios
The following table lists the curios you can expect to find in the ruins:
Curio | Cleansing Item | Loot w/ Cleansing | Loot w/o Cleansing |
---|---|---|---|
Alchemy Table | Torch Medicinal Herbs | Increase light to 100 Gold/gems (x2) | 50% Blight 25% Gold/gems 25% Nothing |
Altar of Light | Holy Water | Buff DMG 30% until camp | Buff DMG 20% until camp |
Bookshelf | X | X | 25% Scouting 25% Stress +50 16.7% Positive quirk 8.3% Negative quirk 25% Nothing |
Confession Booth | Holy Water | Stress heal +30 | 50% Stress + 20 25% Gold/trinket 25% Purge negative quirk |
Decorative Urn | Holy 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 Fountain | Holy Water | Stress heal 20, cure status effects, heal 12 HP | 50% Stress heal 10, cure status effects, heal 5 50% Gold/gems |
Iron Maiden | Medicinal Herbs | Any loot (x2) | 40% Any loot (x2) 20% Negative quirk - Claustrophobia 13.3% Disease - Tetanus 6.7% Random disease 20% Nothing |
Locked Display Cabinet | Skeleton Key Shovel | Gold/gems/heirlooms (x2.5) Gold/gems/heirlooms (x2) | 50% Bleed 50% Blight |
Locked Sarcophagus | Skeleton Key Shovel | Gold/gems/heirlooms (x1.5) Gold/gems/heirlooms | 50% Bleed 50% Blight |
Sarcophagus | X | X | 60% Gold/heirlooms 20% Negative quirk - Thanatophobia 20% Nothing |
Stack of Books | Torch | Stress +100 | 26.7% Stress +25 26.7% Random positive quirk 13.3% Random negative quirk 13.3% Decrease light by 25 20% Nothing |
Suit of Armor | X | X | 75% 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:
Item | Mission Length | ||
---|---|---|---|
Short | Medium | Long | |
Food | 12 | 18 | 20 |
Torches | 8 | 13 | 16 |
Shovels | 3 | 5 | 6 |
Medicinal Herbs | 1 | 2 | 2 |
Holy Water | 1 | 2 | 2 |
Bandages | 2 | 2 | 4 |
Antivenom | 2 | 3 | 4 |
Keys | 1 | 2 | 2 |
Curios
The following table lists the curios you can expect to find in the ruins:
Curio | Cleansing Item | Loot w/ Cleansing | Loot w/o Cleansing |
---|---|---|---|
Ancient Coffin | X | X | 50% Gold/heirloom (x2) 8.3% Positive quirk - Weald Adventurer 8.3% Positive quirk - Weald Explorer 33% Nothing |
Beast Carcass | Medicinal Herbs | Food (x2) | 42.9% Food 28.6% Disease - Rabies 14.3% Negative quirk - Zoophobia 14.3% Nothing |
Eerie Spiderweb | Bandage | Gold/gems/trinkets (x1.5) | 40% Gold/gems/trinket 10% Negative quirk - Slow reflexes 10% Negative quirk - Slowdraw 40% Nothing |
Left Luggage | Skeleton Key Antivenom | Any loot (x3) Any loot (x3) | 50% Any loot 50% Blight |
Mummified Remains | Bandage | Gold/trinkets (x2) | 50% Any loot 50% Blight |
Old Tree | Antivenom | Any loot (x3) | 50% Any loot (x2) 25% Blight 25% Nothing |
Pristine Fountain | Holy Water | Stress heal 30 | 100% Stress heal 20 |
Shallow Grave | Shovel | Gems/heirlooms (x3) | 50% Blight 50% Random disease |
Traveler's Tent | X | X | 37.5% Gold/supplies/hierlooms (x2) 37.5% Scouting 12.5% Stress +25 12.5% Nothing |
Troubling Effigy | Holy Water | Random positive quirk | 18.7% 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:
Item | Mission Length | ||
---|---|---|---|
Short | Medium | Long | |
Food | 12 | 18 | 20 |
Torches | 10 | 16 | 20 |
Shovels | 2 | 3 | 4 |
Medicinal Herbs | 3 | 4 | 5 |
Holy Water | 1 | 2 | 3 |
Bandages | 1 | 2 | 3 |
Antivenom | 0 | 1 | 1 |
Keys | 2 | 3 | 3 |
Curios
The following table lists the curios you can expect to find in the ruins:
Curio | Cleansing Item | Loot w/ Cleansing | Loot w/o Cleansing |
---|---|---|---|
Bone Altar | X | X | 100% Buff +15% DMG, +10 ACC, +5% CRT, Cure Status Effects |
Dinner Cart | Medicinal Herbs | Gold/food/trinket (x2) | 25% Gold/food/trinket 25% Blight 25% Random disease 25% Nothing |
Makeshift Dining Table | Medicinal Herbs | Gold/food/supplies (x2) | 25% Gold/food/supplies 25% Blight 25% Random disease 25% Nothing |
Moonshine Barrel | Medicinal Herbs | Buff +30% DMG until camp | 33.3% Gold/food/supplies 33.3% Blight 11.1% Negative quirk - Alcoholism 22.2% Nothing |
Occult Scrawlings | Holy Water | Debuff -20% DODGE | 33.3% Random positive quirk 25% Stress +25 17.6% Random negative quirk 25% Nothing |
Pile of Bones | Holy Water | Any loot (x2) | 25% Any loot (x2) 25% Random disease 25% Negative quirk - Bloodthirsty 25% Nothing |
Pile of Scrolls | Torch | Purge negative quirk | 33.3% Scouting 16.7% Stress +15 11.1% Random positive quirk 5.6% Negative quirk 33.3% Nothing |
Rack of Blades | Bandage | Gold/gems/food (x1.5) | 40% Gold/gems/food 40% Bleed 20% Nothing |
Sacrificial Stone | X | X | 50% Stress +50 25% Purge negative quirk 12.5% Positive quirk - Warrens Explorer 12.5% Positive quirk - Warrens Scrounger |
Stack of Books | Torch | Stress +100 | 26.7% 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:
Item | Mission Length | ||
---|---|---|---|
Short | Medium | Long | |
Food | 12 | 18 | 20 |
Torches | 8 | 13 | 16 |
Shovels | 3 | 4 | 5 |
Medicinal Herbs | 2 | 3 | 4 |
Holy Water | 0 | 1 | 1 |
Bandages | 2 | 4 | 6 |
Antivenom | 0 | 0 | 0 |
Keys | 1 | 2 | 2 |
Curios
The following table lists the curios you can expect to find in the ruins:
Curio | Cleansing Item | Loot w/ Cleansing | Loot w/o Cleansing |
---|---|---|---|
Barnacle Crusted Chest | Shovel | Any loot (x3) | 50% Gold/gems/hierlooms/supplies (x2) 25% Bleed 25% Nothing |
Bas-Relief | Shovel | Stress +100 | 67% Positive quirk 25% Negative quirk 8.3% Disease |
Brackish Tide Pool | Antivenom | Stress heal +5 OR Heal 5 HP and Cure statuses | 75% buff 33% resist blight, bleed, disease, and debuff until camp 25% Random disease |
Eerie Coral | Medicinal Herbs | Remove negative quirk | 50% Stress heal 10 25% Stress +25 25% Nothing |
Fish Idol | Holy Water | 50% 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 Carcass | Medicinal Herbs | Any loot (x3) | 16.7% Gold/Gems/Supplies 16.7% Disease - The Red Plague 11.1% Blight 5.5% Bleed 50% Nothing |
Giant Oyster | Shovel Dog Treats | Gold/trinkets (x3) Buff +25 DODGE until camp | 40% Gold/Trinkets (x2) 40% Bleed 20% Nothing |
Ship's Figurehead | X | X | 66.7% 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
'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 | ||
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Lighting Name | Hero Effects | Monster Effects |
Farmstead Miasma |
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Blazing |
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Haunting |
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Gleaming |
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Splendorous |
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Curio Darkest Dungeon Wiki Dawn
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 | ||
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Reflection Name | Hero Effects | Monster Effects |
Unbearable Reflection |
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Reflection of Decay |
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Sanguine Reflection |
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Reflection Obscura |
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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 | |||||||
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Enemy | HP | DODGE | PROT | SPD | Type | Resistances | Abilities |
Curios[edit | edit source]
Curios found within the Farmstead | ||||||
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Curio & type | Description | Cleansing | Without cleansing | |||
| Glittering crystals spill onto the ground. (This curio can only appear inside rooms.) | |||||
| Tantalizing provisions to renew a body. (This curio can only appear inside rooms.) |
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| Useful supplies for this harrowing journey. (This curio can only appear inside rooms.) |
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| Take up the hatchet. Blow off some steam. (This curio can only appear inside rooms.) | |||||
| The fireplace is slowly coming apart but looks functional. (This curio can only appear inside rooms.) | |||||
| Take up the axe. Blow off some steam. (This curio can only appear inside rooms.) | |||||
| Tantalizing provisions to renew our energies. (This curio can only appear inside rooms.) | |||||
| This anguished creature does not seem hostile, yet. (This curio can only appear inside rooms.) |
Darkest Dungeon Wiki Curio
view | |
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Hub | Hamlet |
Dungeons | |
DLC Locations | CourtyardFarmsteadButcher's Circus |