Farmstead

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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 the 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 infected the Estate is because of the Enchanted Warding Stones 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.

Behavior

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 (after the first 2 farmstead missions), 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.
  • Also upon dying/lost any Prismatic Quirk will be removed from said hero and be added back onto The Thing from the stars list.
  • 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

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 the Farmstead's Miasma, and when between dimensions, the light will be randomly selected at the beginning of a wave.

For trinkets and quirks, like the courtyard, the light level is considered to be 100.

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

Reflections

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 any other light conditions that are already present in the Farmstead or in space and time.

Reflections
Reflection Name Hero Effects Monster 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



General

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. The safe rooms will prioritize your team's biggest needs (though not always the one you want) during the first three full sections by either reducing stress or healing. Before The Miller fight is your first chance at a Camp. After The Fracture/The Sleeper fight curios become much rarer to encounter.

When you kill a monster and remove the corpse, 2 turns later others will replace it. This will be triggered on the first kill, if you kill any others after this one, whether 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 that remain standing will be replaced by a Crystalline Aberration on the next turn. 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 Stunned or Debuffed and killed last if possible, doing the opposite works if one hero is on the verge of death. Stack bleed/s and blight/s 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 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. The notable exception is Abomination's Transform, which does refresh after each wave.

Even if you have The Crimson Court (DLC), you will not see any enemies from the Courtyard (except Crocodilian). However, enemies from the Darkest Dungeon itself may sometimes appear.

Provisions

Main article: Provisions

There is no need to bring Torches, or Shovels here. Food is required for camping at the Miller's Hearth curio on Veteran and Champion missions; camping is not available during the Apprentice mission.

Bring any combat items (Bandage, Antivenom, Medicinal Herb, Skeleton Key, Holy Water and Laudanum) you think you will need—with the new buildings, many of these items now provide significant resistance buffs as well.

You will never receive The Blood as a reward from any fight or curio, making it more dangerous to bring heroes affected by the Crimson Curse, at least if you intend to continue beyond The Sleeper.

Party Composition

The choice of party compositions is affected by the overall goal of the expedition. If the goal is merely to kill The Sleeper to farm Memories, then many easily accessible compositions will work. However, surviving beyond 500-1000 kills will require more planning.

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

  • Firstly, you'll need a good healer. A good Vestal will do the job, Divine Comfort being a great counter to the Miller's Reaping. Although the Occultist can heal an enormous amount, he is a far riskier choice as a primary healer.
  • Secondly, heroes with stress heal skills are very helpful. For example, the Jester with Inspiring Tune and the FlagellantCrimson Court DLC only 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's Exsanguinate 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.
  • Lastly Accuracy should be prioritized on damage dealers (Bleed/Blight/Stun) to avoid a miss that would otherwise end your run as many times monsters will repeatedly focus fire one hero putting your team in danger.
  • As in the rest of the game, DODGE comps are a slow, but highly effective composition, able to survive almost indefinitely (with tens of thousands of kills) in the Farmstead.[1]
  • An easily accessible early-game composition would be Vestal / Jester / Shieldbreaker / Shieldbreaker. The Shieldbreakers' flexibility, along with the support from Jester and Vestal, can handle waves up to the Sleeper, but may run into issues afterwards.
  • 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%)

Any corpses left will become a Crystalline Aberration on the next turn. While you will receive a minor healing effect 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 that 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, (2xBlight, 1xBleed, 1xHealer), (2xBleed, 1xBlight, 1xHealer) or (1xBlight, 1xBleed, 1xRaw Damage/1x CC support, 1xHealer) for example.

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 that can remove them (like the Grave Robber's Snuff Box) are perfect. As mortality debuffs from the 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.

List of Farmstead Monsters

Enemies found within the Farmstead
Enemy HP DODGE PROT SPD Type Resistances Abilities
Farmhand.png
Farmhand
Color of Madness
12 8 0% 2 Husk
Human

Poptext stun.png Stun - 20%
Poptext poison.png Blight - 50%
Poptext bleed.png Bleed - 20%
Poptext debuff.png Debuff - 20%
Poptext move.png Move - 10%

Ceaseless Labor
Sow the Seeds Blight 2
Pause From Labor Heal 4Buff self: +3 SPD

Foreman.png
Foreman
Color of Madness
26 0 15% 3 Husk
Human

Poptext stun.png Stun - 20%
Poptext poison.png Blight - 50%
Poptext bleed.png Bleed - 20%
Poptext debuff.png Debuff - 20%
Poptext move.png Move - 20%

Stir the Rabble Buff target: Blight duration +50%, blight skill chance + 10%, SPD + 3Activates Riposte on Target(-40% damage)
No Trespassers Debuff: + 100% stress, +20% DMG recievedbleed 2Mark target
Many Hands Buff target: SPD + 1, PROT + 20%

Scarecrow.png
Scarecrow
Color of Madness
12 15 0% 6 Husk

Poptext stun.png Stun - 60%
Poptext poison.png Blight - 25%
Poptext bleed.png Bleed - 200%
Poptext debuff.png Debuff - 40%
Poptext move.png Move - 10%

Haunting Revelation Horror 3
Flail the Crops Blight 2

Plowhorse.png
Plow Horse
Color of Madness
20 5 15% 7 Husk
Beast

Poptext stun.png Stun - 50%
Poptext poison.png Blight - 20%
Poptext bleed.png Bleed - 20%
Poptext debuff.png Debuff - 40%
Poptext move.png Move - 60%

Trample Self back 4Removes stealth on self
Rearing Strike StunBleed 1
Paw the Ground Shuffle party, self back 4Grants Stealth
Bestial Scream + 8 Stress

Crystalline Aberration.png
Crystalline Aberration
Color of Madness
5 0 0% -4 Husk

Poptext stun.png Stun - 200%
Poptext poison.png Blight - 0%
Poptext bleed.png Bleed - 100%
Poptext debuff.png Debuff - 200%
Poptext move.png Move - 0%

Unstable Resonance Blight 2+ 8 Stress
Explosive Undoing Horror 3

Sleeper Herald.png
Sleeper's Herald
Color of Madness
11 20 45% 3 Husk

Poptext stun.png Stun - 140%
Poptext poison.png Blight - 140%
Poptext bleed.png Bleed - 140%
Poptext debuff.png Debuff - 100%
Poptext move.png Move - 60%

Reality Bend + 8 StressDebuff:-25% Healing Received, -10 ACC, +35% Random Target Chance

Passive:RiposteRiposte inflicts Debuff: +20% Stress

Sleeper Dream.png
Sleeper's Dream
Color of Madness
Husk

Poptext stun.png Stun -
Poptext poison.png Blight -
Poptext bleed.png Bleed -
Poptext debuff.png Debuff -
Poptext move.png Move -

Beyond Space and Time Teleports party to another room

Miller.png
Miller
Color of Madness
181 6 20% 6 Poor Soul

Poptext stun.png Stun - 115%
Poptext poison.png Blight - 80%
Poptext bleed.png Bleed - 240%
Poptext debuff.png Debuff - 80%
Poptext move.png Move - 90%

  • The Harvest Self: Heal 20
  • The Reaping
  • Winter's Breath Transforms Farmhand into Frozen Farmhand
  • The Master Beckons Summon Random Farmstead Enemy
  • Immortal Beloved Debuff: -20% PROT (% chance)Debuff: Self: -20% PROTUsed only if a hero has Mildred's Locket equipped
Frozen Farmhand.png
Frozen Farmhand
Color of Madness
35 0 35% 3 Husk
Human

Poptext stun.png Stun - 90%
Poptext poison.png Blight - 40%
Poptext bleed.png Bleed - 90%
Poptext debuff.png Debuff - 40%
Poptext move.png Move - 40%

Hollow Keening

Passive: Always guarding Miller

Spire.png
Fracture
Color of Madness
115 20 0% 6 Husk

Poptext stun.png Stun - 140%
Poptext poison.png Blight - 120%
Poptext bleed.png Bleed - 240%
Poptext debuff.png Debuff - 90%
Poptext move.png Move - 140%

  • Seeds of Despair Summons Focus Point x3
  • Vile Focusing Summons a Focus Point
  • Befouling Tint Transforms Focus Point into a random color of Unfinished Aberration
  • Ceaseless Expansion Transforms Unfinished Aberration into a same colored Finished Aberration
  • Blooming Chaos Transforms into The Sleeper
Seed grey.png
Focus Point
Color of Madness
Husk

Poptext stun.png Stun -
Poptext poison.png Blight -
Poptext bleed.png Bleed -
Poptext debuff.png Debuff -
Poptext move.png Move -

None
Seedling black.pngSeedling blue.png
Seedling yellow.pngSeedling purple.pngSeedling red.png
Unfinished Aberration
Color of Madness
Husk

Poptext stun.png Stun -
Poptext poison.png Blight -
Poptext bleed.png Bleed -
Poptext debuff.png Debuff -
Poptext move.png Move -

None

Seed black.pngSeed blue.png
Seed yellow.pngSeed purple.pngSeed red.png
Finished Aberration
Color of Madness
Husk

Poptext stun.png Stun -
Poptext poison.png Blight -
Poptext bleed.png Bleed -
Poptext debuff.png Debuff -
Poptext move.png Move -

Eternal Blossom:
Traumatic Aberration: Horror 6-75% Heals Received
Pestilential Aberration: 5
Temporal Aberration: Stun
Unstable Aberration: Heals Fracture
Adamantite Aberration: None, guards Fracture

The Sleeper.png
The Sleeper
Color of Madness
Husk

Poptext stun.png Stun -
Poptext poison.png Blight -
Poptext bleed.png Bleed -
Poptext debuff.png Debuff -
Poptext move.png Move -

The Sleeper Awakens + 20 Stress
The Sleeper Stirs Blight 4, 5 roundsHorror 3, 5 rounds

Random Bosses Pool
Enemy HP DODGE PROT SPD Type Resistances Abilities
The Thing.png
Thing From The Stars
Color of Madness
106 5 0% 2 Eldritch

Poptext stun.png Stun - 85%
Poptext poison.png Blight - 40%
Poptext bleed.png Bleed - 33%
Poptext debuff.png Debuff - 40%
Poptext move.png Move - 25%

Phase Gnaw Stress +14Blight 5Disease: Sky Taint
Return to the Stars Stress +7 (60% chance)Summons 1 Crystalline Aberration
Vorpal Strike Stress +9
Paralysing Shard Stress +11Poptext stun.png
Weakening Shard Stress +11Debuff: -20% Stun, Blight, Bleed, and Debuff resist
Transfixing Shard Stress +11Debuff: -4 SPD, -25% DMG


Shambler.png
Shambler
77 0% 33% 0 Eldritch

Poptext stun.png Stun - 100%
Poptext poison.png Blight - 40%
Poptext bleed.png Bleed - 40%
Poptext debuff.png Debuff - 40%
Poptext move.png Move - 50%

Obdurous Advancement Bleed 2Summons 2 Shambler Tentacles
Undulating Withdrawal Blight 2Summons 2 Shambler Tentacles
Stentorious Lament Stress +10Shuffle

Shambler Tentacle.png
Shambler Tentacle
8 17.5% 0% 10 Eldritch

Poptext stun.png Stun - 50%
Poptext poison.png Blight - 40%
Poptext bleed.png Bleed - 40%
Poptext debuff.png Debuff - 40%
Poptext move.png Move - 40%

Clapperclaw Stress +10Self Buff: ACC +20, CRT +3%, DMG +50%, SPD +3, PROT +25%

The Collector.png
The Collector
70 0% 0% 5 Human
Eldritch

Poptext stun.png Stun - 50%
Poptext poison.png Blight - 20%
Poptext bleed.png Bleed - 20%
Poptext debuff.png Debuff - 20%
Poptext move.png Move - 25%

Show Collection Stress +10
Collect Call Summons 3 Collected
Life Steal Bleed 2Self: Heal 10Mark

Collected Highwayman.png
Collected Highwayman
16 7.5% 0% 3 Eldritch

Poptext stun.png Stun - 25%
Poptext poison.png Blight - 40%
Poptext bleed.png Bleed - 40%
Poptext debuff.png Debuff - 15%
Poptext move.png Move - 10%

Headhunt Bleed 2

Collected Man-at-Arms.png
Collected Man-at-Arms
16 7.5% 0% 7 Eldritch

Poptext stun.png Stun - 25%
Poptext poison.png Blight - 40%
Poptext bleed.png Bleed - 40%
Poptext debuff.png Debuff - 15%
Poptext move.png Move - 10%

Head Games Guards AllySelf Buff: PROT +25%
Head Knocker Stun

Collected Vestal.png
Collected Vestal
16 7.5% 0% 5 Eldritch

Poptext stun.png Stun - 25%
Poptext poison.png Blight - 40%
Poptext bleed.png Bleed - 40%
Poptext debuff.png Debuff - 15%
Poptext move.png Move - 10%

Headstrong Target: Heal 6-12
Headache Buff: DMG +50%, ACC +10, CRT +10%
Head Rush Stress +10


Prophet Sprite.png
Prophet
105 5% 0% 0 Unholy

Poptext stun.png Stun - 100%
Poptext poison.png Blight - 0%
Poptext bleed.png Bleed - 0%
Poptext debuff.png Debuff - 20%
Poptext move.png Move - 300%

Calamitous Prognostication Used at the start of every roundRank Mark
Rubble of Ruin Used at the end of every round
Eye on You StunStress +11
Fulminate Blight 1

Pew Small.png
Small Pew
25 0% 0% 0 Carpentry

Poptext stun.png Stun - 200%
Poptext poison.png Blight - 200%
Poptext bleed.png Bleed - 200%
Poptext debuff.png Debuff - 200%
Poptext move.png Move - 300%

None
Pew Medium.png
Medium Pew
40 0% 0% 0 Carpentry

Poptext stun.png Stun - 200%
Poptext poison.png Blight - 200%
Poptext bleed.png Bleed - 200%
Poptext debuff.png Debuff - 200%
Poptext move.png Move - 300%

None
Pew Large.png
Large Pew
55 0% 0% 0 Carpentry

Poptext stun.png Stun - 200%
Poptext poison.png Blight - 200%
Poptext bleed.png Bleed - 200%
Poptext debuff.png Debuff - 200%
Poptext move.png Move - 300%

None


Swine Prince Sprite.png
Swine Prince
132 0% 0% 0 Beast

Poptext stun.png Stun - 100%
Poptext poison.png Blight - 0%
Poptext bleed.png Bleed - 0%
Poptext debuff.png Debuff - 20%
Poptext move.png Move - 100%

Obliterate Body +100% DMG vs Mark
Obliterate Masses +100% DMG vs Mark
Enraged Destruction Used if Wilbur is hurtStun
Wild Flailing

Piglet.png
Wilbur
17 15% 0% 20 Beast

Poptext stun.png Stun - 50%
Poptext poison.png Blight - 0%
Poptext bleed.png Bleed - 0%
Poptext debuff.png Debuff - 0%
Poptext move.png Move - 0%

Bit 'o Squeal Stun
End This One Mark
End These Two Mark
Squeal Stun


Vvulf.png
Brigand Vvulf
160 25% 0% 4 HUMAN

Poptext stun.png Stun - 100%
Poptext poison.png Blight - 75%
Poptext bleed.png Bleed - 75%
Poptext debuff.png Debuff - 60%
Poptext move.png Move - 300%

Bombs Away Used at the start of a round if the Barrel is aliveRank Mark
Time's Up! Used at the end of a round if the Barrel is aliveRemoves Mark, and can only target heroes in the marked rank
Get Them! StunSummon 1 Barrel O' BombsSummon 1 Brigand RaiderSummon 2nd Brigand Raider
Tower Shield Guard AllySummon 1 Brigand Raider
Warcry Stress +8

Bomb Barrel.png
Barrel O' Bombs
25 0% 0% 0 CARPENTRY

Poptext stun.png Stun - 200%
Poptext poison.png Blight - 200%
Poptext bleed.png Bleed - 200%
Poptext debuff.png Debuff - 200%
Poptext move.png Move - 300%

None, but always has RipostePoptext riposte.png active.

Shrieker.png
Shrieker
75 40% 0% 7 ELDRITCH
BEAST

Poptext stun.png Stun - 55%
Poptext poison.png Blight - 200%
Poptext bleed.png Bleed - 55%
Poptext debuff.png Debuff - 30%
Poptext move.png Move - 55%

Peck Bleed 2
Caw Stress +20
Call the Murder Stress +12Self Buff: +6 SPD
Regurgitate Debuff: -15 ACCDisease: Any
Shrieking Flight +40 StressEnds the battle

Nest.png
Shrieker's Nest
60 0% 0% 0 THATCHERY

Poptext stun.png Stun - 200%
Poptext poison.png Blight - 200%
Poptext bleed.png Bleed - 200%
Poptext debuff.png Debuff - 200%
Poptext move.png Move - 20%

None


Crocodile.png
Crocodilian
The Crimson Court
118 10 10 7 BLOODSUCKER

Poptext stun.png Stun - 50%
Poptext poison.png Blight - 80%
Poptext bleed.png Bleed - 50%
Poptext debuff.png Debuff - 75%
Poptext move.png Move - 35%

Swarming Corruption Debuff: -10 ACCStress +15
Teeth Rake BleedPull 2
Submerge Self: Heal 12Self Buff: +35 DODGE
Lurking Fear Self Buff: DMG +20% PROT +10%Self: Back 1
Apex Predator Bleed

Bulrush
Bulrush
The Crimson Court
100 200 80% 0 VEGETATION

Poptext stun.png Stun - 215%
Poptext poison.png Blight - 200%
Poptext bleed.png Bleed - 200%
Poptext debuff.png Debuff - 200%
Poptext move.png Move - 200%

None.
Cattail
Cattail
The Crimson Court
100 200 80% 0 VEGETATION

Poptext stun.png Stun - 215%
Poptext poison.png Blight - 200%
Poptext bleed.png Bleed - 200%
Poptext debuff.png Debuff - 200%
Poptext move.png Move - 200%

None.

Curios

Farmstead Curios

Curios found within the Exclusive to The Color of Madness DLCFarmstead
Curio & type Description Cleansing Without cleansing
Gleaming Shards
Gleaming Shards
"Glittering crystals spill onto the ground."

(This curio can only appear inside rooms.)

Pass.png


Ability none.png
Shards x5-15.



Fresh Harvest
Fresh Harvest
"Tantalizing provisions to renew a body.

(This curio can only appear inside rooms.)

Pass.png


Heal gen.curio tracker.png
Heal 90% of MAX HP.



Stockpile
Stockpile
"Useful supplies for this harrowing journey."

(This curio can only appear inside rooms.)

Skeleton Key.png
Skeleton Key. Opens a hidden compartment!
Loot.curio tracker.png
Food x6-12 + Any Supplies + Trinket
Loot.curio tracker.png
66% Laudanum/Medicinal Herbs/Food.
Nothing.curio tracker.png
33% Nothing.



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

(This curio can only appear inside rooms.)

Pass.png


Heal stress.curio tracker.png
Stress Heal 100.



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

(This curio can only appear inside rooms.)

Pass.png


Ability none.png
Camp.



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

(This curio can only appear inside rooms.)

Pass.png


Heal stress.curio tracker.png
Stress Heal 60 (Party).



Plentiful Bounty
Plentiful Bounty
"Tantalizing provisions to renew our energies."

(This curio can only appear inside rooms.)

Pass.png


Heal gen.curio tracker.png
Heal 65% of MAX HP (Party).



Mildred
Mildred
"This anguished creature does not seem hostile, yet."

(This curio can only appear inside rooms.)

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Trinket Mildred's Locket (First encounter only).
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Any Trinket/Shards (Subsequent encounters).



References


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Hub Hamlet
Dungeons Old Road Ruins Warrens Weald Cove Darkest Dungeon
DLC Locations CourtyardExclusive to The Crimson Court DLC FarmsteadExclusive to The Color of Madness DLC Butcher's Circus