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Darkest Dungeon Wiki
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Farmstead
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==Behavior== The Farmstead is a new [[Locations|location]] that is introduced in the [[The Color of Madness|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 [[The Shrieker|Shrieker]]. *Also upon dying/lost any Prismatic Quirk will be removed from said hero and be added back onto [[Thing from the Stars|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. {| class="wikitable" ! colspan="3" class="tabletitle" | '''Lighting Effects''' |- | class="tablebg" style="text-align: center;" | '''Lighting Name''' | class="tablebg" style="text-align: center;" | '''Hero Effects''' | class="tablebg" style="text-align: center;" | '''Monster Effects''' |- ! class="accent1tablecell" style="text-align: left;" | [[File:Torch Miasma.png|30px]] <span style="color: paleturquoise">Farmstead Miasma</span> | style="text-align: left;" | * -10% <span style="color: green">Healing</span> Received * +10% '''Stress''' | style="text-align: center;" | None |- ! class="accent1tablecell" style="text-align: left;" | [[File:Torch Blazing.png|30px]] <span style="color: royalBlue">Blazing</span> | style="text-align: left;" | * +20% DMG vs Marked * +20% <span style="color: orange">Debuff</span> Skill Chance | style="text-align: left;" | * +3 SPD * +10% PROT |- ! class="accent1tablecell" style="text-align: left;" | [[File:Torch Haunting.png|30px]] <span style="color: palegreen">Haunting</span> | style="text-align: left;" | * +15% <span style="color: GreenYellow">Blight</span> Skill Chance * +10% '''Stress''' | style="text-align: left;" | * +15% <span style="color: GreenYellow">Blight</span> Skill Chance * +10 DODGE |- ! class="accent1tablecell" style="text-align: left;" | [[File:Torch Gleaming.png|30px]] <span style="color: #f92e2e">Gleaming</span> | style="text-align: left;" | * +15% <span style="color: red">Bleed</span> Skill Chance * +15% <span style="color: green">Healing</span> Skills | style="text-align: left;" | * +15% <span style="color: red">Bleed</span> Skill Chance * +5% CRT |- ! class="accent1tablecell" style="text-align: left;" | [[File:Torch Splender.png|30px]] <span style="color: khaki">Splendorous</span> | style="text-align: left;" | * +5% '''Virtue''' Chance * +20% '''Stress''' Skills | style="text-align: left;" | * -10% <span style="color: red">Bleed</span> Resist * -10% <span style="color: GreenYellow">Blight</span> Resist |} <!-- | style="text-align: left;" | | style="text-align: left;" | --> ===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. {| class="wikitable" ! colspan="3" class="tabletitle"| '''Reflections''' |- | class="tablebg" style="text-align: center;" | '''Reflection Name''' | class="tablebg" style="text-align: center;" | '''Hero Effects''' | class="tablebg" style="text-align: center;" | '''Monster Effects''' |- ! class="accent1tablecell" style="text-align: left;" | Unbearable Reflection | style="text-align: left;" | *+33% '''Stress''' *-33% '''Stress''' Skills | style="text-align: left;" | *+4 SPD |- ! class="accent1tablecell" style="text-align: left;" | Reflection of Decay | style="text-align: left;" | *-50% <span style="color: green">Healing</span> | style="text-align: left;" | *+15% PROT *+25% <span style="color: yellow">Stun</span> Resist *+25% <span style="color: orange">Debuff</span> Resist |- ! class="accent1tablecell" style="text-align: left;" | Sanguine Reflection | style="text-align: left;" | *-8% Deathblow Resist | style="text-align: left;" | *+7.5% CRT *+3 SPD |- ! class="accent1tablecell" style="text-align: left;" | Reflection Obscura | style="text-align: left;" | *-20% '''Stress''' *-20% <span style="color: green">Healing</span> | style="text-align: left;" | *+10% PROT *+25% DMG |}
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