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Digifarm

Training Sets

A training set raises one stat by a fixed amount each time its timer completes. The Digimon keeps training until it is collected, and every completed cycle counts. The four Crash Course Agent Skills halve the time for Digimon of their Personality group. Rank C sets do not change Personality.

Materials

Every 60 minutes each Digimon on the farm finds one of each material of every element it resists or is immune to. A Digimon with no resistance finds the rock materials instead. Which rarities it finds depends on its stage. Materials are collected from the farm menu.

Null
FireSteel
IceWater
ElectricityDark
EarthLight
PlantWind

Food

Feeding a Digimon on the farm raises its Bond. All food costs the same.

Farm Items

Decoration only: where a farm item stands does not affect training or materials.

Nature (24)

Garden (16)

Machine (9)

Accessory (7)

Monument (9)

Special (17)

Agent Skills for the farm

Crash Course in ValorReduces the training time of Brave, Zealous, Daring, and Reckless Digimon by 50%.Bonds of Valor · 30 Anomaly Points
Farm Adaptation: ValorThe Personality of Brave, Zealous, Daring, and Reckless Digimon will more likely shift toward Heart and Affection when training on the Digifarm.Bonds of Valor · 10 Anomaly Points
Farm Adaptation: PhilanthropyThe Personality of Adoring, Devoted, Tolerant, and Overprotective Digimon will more likely shift toward Understanding and Affection when training on the Digifarm.Bonds of Philanthropy · 10 Anomaly Points
Crash Course in PhilanthropyReduces the training time of Adoring, Devoted, Tolerant, and Overprotective Digimon by 50%.Bonds of Philanthropy · 30 Anomaly Points
Crash Course in AmicabilityReduces the training time of Compassionate, Sociable, Friendly, and Opportunistic Digimon by 50%.Bonds of Amicability · 30 Anomaly Points
Friendly ImpulseBoosts the chance of Personality Skills changing by 10% when talking with or training a Friendly Digimon on the Digifarm.Bonds of Amicability · 50 Anomaly Points
Farm Adaptation: AmicabilityThe Personality of Compassionate, Sociable, Friendly, and Opportunistic Digimon will more likely shift toward Heart and Companionship when training on the Digifarm.Bonds of Amicability · 10 Anomaly Points
Crash Course in WisdomReduces the training time of Astute, Strategic, Enlightened, and Sly Digimon by 50%.Bonds of Wisdom · 30 Anomaly Points
Farm Adaptation: WisdomThe Personality of Astute, Strategic, Enlightened, and Sly Digimon will more likely shift toward Understanding and Companionship when training on the Digifarm.Bonds of Wisdom · 10 Anomaly Points

How it works

Digifarm

This facility lets you enhance a partner Digimon's stats or change their Personality. Even while being kept here, they will receive the same EXP as Digimon in your box.

For starters, try using "Move Digimon" to move some Digimon to the Digifarm.

Moving Digimon to the Digifarm

Select a Digimon to move to the Digifarm.

Whichever panel you place the Digimon, its training will be unaffected, so feel free to place it anywhere

Your Digimon may find materials while at the farm.

It takes some time to find materials, so it's recommended that you pay a visit to the farm in between your adventures.

To return a migrated Digimon to your box, select "Interact with Digimon in Farm," or select "Edit Mode," then " Return to Box."

Placing Farm Items

You can freely customize your Digifarm by placing islands and farm items. This doesn't affect Digimon training.

Interacting with Digimon

Training: You can use training items to strengthen stats that can't be increased via ordinary leveling, or to change a Digimon's Personality.

Training items can be used an unlimited number of times.

Feed: Give food to a Digimon to increase its Bond. If the food is to the Digimon's liking, it'll result in a deeper Bond.

Food preferences may differ even between Digimon of the same type.