
Bone Bearer - The Bone Bearer is an enemy that only spawns during Champion level runs through the Ruins, so you won't need to worry about this monster until a bit later into the game. While many of the monsters in the Ruins are not that dangerous, with few that deal stress damage or inflict other types of Damage Over Time effects, there are still monsters you should look out for. It's still worth taking some Bandages with you on every run, though, regardless of which dungeon you are tackling. Very few enemies will afflict your party with Bleed or Blight damage, and there are no curios that require either of these provisions. Bandages or Antivenom - Even less important are the Bandages and Antivenom. It isn't overly important to bring them with you. Medicinal Herbs - These have a small use in the Ruins - cleansing the Iron Maiden and Alchemy Table. Locked curios, like the Sarcophagus or Display Cabinet, can reward you with gold, heirlooms, and trinkets. Skeleton Keys - Also very valuable, as there are a few curious that can only be unlocked by using a Skeleton Key. Bring at least three Holy Water for a short run, stacking up more if you're heading in for a longer expedition. Loads of the curios, like the Confession Booth, Decorative Urn, and the Holy Fountain, can only be interacted with if you packed enough Holy Water. Holy Water - Holy Water is essential in the Ruins. They can be the make or break of getting out alive.
Run 6-8 heroes, swapping out some occasionally to heal stress or lock positive quirks.Provisions are the items that you can take with you into a run. This makes runs even smoother.Īlternatively you can go to Warrens and do this as well, using torches on scrolls. As you level up, your heroes are carrying optimized positive quirks and minimal negative ones. You can encounter 4+ corals in a run if you're lucky. This saves a lot of time- the coral quirk removal is random but much cheaper and FASTER. If a hero rolls a good positive quirk then set him aside to lock it early and simultaneously remove any other bad quirk. Bring herbs (some heroes come with them which saves money) and use coral to remove negative quirk. Take them in the Cove if a apprentice run is available. I've been in the process of leveling up newer heroes to throw them in the Darkest Dungeon and have developed a strategy: