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.
Feel free to swap for Harvest, however I would suggest that taking both would be unnecessary as they essentially do the same job. Slice OffĮffectively a single target version of Harvest that does slightly more direct damage and 1 more point of bleed per turn at the cost of targeting a single enemy. Use it, the Use Finale to get him out of harms way. Solo gives the Jester huge buffs to Finale damage and Crits but at the cost of moving him right in harms way and marking him to boot. Looking at the stats above it should be apparent that Solo should be used for one thing and one thing only to tee up for a next turn Finale after having built it up with his other abilities already. We will tackle this more in our Grand Performance build below, but suffice it to say that if used wisely, Finale can easily change the course of a battle.
-25 Dodge, -3 Speed, +100 Stress (1 Battle)įinale is the highest damage dealing ability that Jester has in his kit but one that needs to be used carefully as it comes with significant draw backs and can only reach its full potential when prepared properly.As an added bonus it once again boosts the strength of finale by 30% and you can probably see where I will be going with our example build… HarvestĪ real solid base skill for any Jester, which allows him to quickly pile on the pressure on the middle slot damage dealers by reliably ticking up their bleed procs each turn. It also gives Finale a decent 30% damage boost but if one is not taking Finale its usefulness is limited. It works well when used in conjunction with Finale because it allows the Jester to reposition and given that Finale can only be used in the front to positions, Dirk Stab means you will never be locked out from using it. While Dirk stab will not blow anyone away with its damage (but at least it does 100%), it’s actually quite useful in a couple of ways.