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But I agree on the TC about the items using on Curio.
Not all though.
- Holy Water and Antivenom, presuming hero pouring these items on the Curio, so these items shall not return.
- Medicine Herb, same. Because if picking up the contaminated medicine is harmful.
- Torch, is torch is not a valid item for Curio, we already burn it right? So should be +25 light.
Weird though, have we heard anything at all about what this class is going to be like?
that's why DnD's many textbooks are totally optional, right?
It's called trial and error, and is one of the oldest game design options in existence.
Perhaps this should be also added to the optional features list.
Basically, it's trail and error. What you ought to do is invest a run into getting some extra supplies and test it out on curios. Only thing you should NEVER run out/get low on during a run is food and shovels (and torches if you have a tough time)
You're simply just expected to test things out as you progress, learn from them and generally I think after doing a curio correctly a few times it'd have to hang in your head.
That, or you just look at the guide and safe yourself some cash/stress etc. in the game.
Using herbs in the iron maiden gives you extra loot. So, pretty useful!
http://darkestdungeon.gamepedia.com/Curio