![]() Eventually characters with such mechanics were added, but not all classes had such innate bonuses that go beyond effects on their skills, and the "Class Bonuses" section was removed. These were planned to explain various bonuses unique to a class, like the Antiquarian's unique loot, even though she was added much later. Heroes' information panels used to have a blank section called "Class Bonuses". The old barks for Abomination and Religious classes refusing to work with each other also still exist in the localization. info file so that she's no longer tagged that way. While this seems normal, since religion in its final form ended up working through tags on each character, it is impossible for the Vestal to not be religious unless one modifies her. The last part can be modded in or replicated into a modded character.Ī camping skill for the Vestal class mentions working only if the Vestal is religious. info files (Detailing stats and other such information) that specify if a character is religious or not, the ability to make camping skills trigger certain effects when used on religious/non-religious characters, and formerly a restriction preventing the Abomination class from going into a quest alongside religious characters. All that remains by now is the tags within character's. Religion was a scrapped system that was supposed to affect heroes more than it ended up doing, according to the developers and some bits of content spread out mostly in the localization. 8.2 Sacrificial Stone's Unused Interactionsĭiscontinued / Unused / Watered-Down Mechanics Religion.2 Discontinued / Unused / Watered-Down Mechanics.Stress dealers such as Bone Courtiers, Cultist Acolytes, and Madmen.Alternatively, if your party has enough damage, speed, and stun abilities, enemy groups with two Bone Courtiers and/or Bone Arbalists can be great opportunities for recuperation - by killing the two front-line enemies first (and removing their corpses) so that the Courtiers / Arbalists move into the first two rows, you can reduce the enemy force to two monsters that are stuck in rows where they deal very little melee damage and no stress damage outside of an infrequent critical hit, allowing you to stun or simply tank the negligible damage while restoring lost health and stress. Pulling Bone Courtiers or Bone Arbalists to the front rows and knocking Cultist Brawlers into the back rows can be helpful, as they will use weaker attacks to get back to their desired position. The general strategy is to kill stress/damage dealers in the back ranks first, then focus on enemies without PROT, leave the Bone Rabble and Bone Defender for last, as they don't hit that hard. It's also worth noting that traps in the Ruins only cause physical damage and stress, with no bleed, blight, or debuff. The Bone Captain is weaker than his counterparts from other regions. The Ruins is the easiest region to explore skeletons don't have many special attacks, holy curios with positive effects are easy to come by, and urns, chests, and cabinets can provide some good loot. The Grave Robber is fast enough to kill Bone Courtiers before they get a turn, preventing them from using their Stress-inducing attacks. The Crusader does very well in the Ruins due to the increased damage he deals to Unholy enemies, which are prevalent in this area. Conversely, characters proficient with Blight attacks become extremely useful here, as most enemies have very low blight resistance, and there are a few enemies with high PROT (less susceptible to direct damage, while remaining susceptible to Damage-Over-Time effects). Consider bringing more Torches for Shambler's Altars.Ĭharacters reliant on doing Bleed damage are much less effective in Ruins than in other locations due to the presence of skeletons (which cannot bleed).Consider bringing more Food than normal, as there aren't any food-oriented curios in the Ruins.They can also be substituted for Skeleton Keys on most locked Curios, although Shovels yield less treasure. As usual, Shovels are necessary for clearing Rubble.(The one exception is the Antivenom variant of the Heirloom Chest, but even then, Antivenom yields less treasure than a Skeleton Key.) Antivenom and Bandages are less important here than in other locations due to the comparative lack of damage-over-time attacks and near-complete absence of curio applications.However, due to the lack of debuff attacks and traps, Medicinal Herbs are usually not needed in large quantities. Medicinal Herbs can be used on the Iron Maiden and Alchemy Table.Skeleton Keys are a close second, considering the abundance of locked curios encountered in the Ruins.Holy Water is extremely useful, as there are five different curios found in the Ruins that can benefit from the application of Holy Water.The music that plays while exploring the Ruins is Exploring the Ruins, and during combat it is Combat in the Ruins.
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