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What can make you reconsider what constitutes "least effective" is character quirks. First, some characters can only partake of only one method of stress relief. Those are considered negative quirks, and can be removed. Second, some positive quirks give bonuses to particular stress-relief methods, making them, for this character alone, (much) more effective than more expensive options can be. Example: a character with Meditative quirk will shed more stress by Meditating, than by Praying.
Overall, low-level characters (low-level being 0-1, maybe even 2) are not worth spending money on. Take them through the crucible, run them through more dungeons using only dungeon curios to de-stress them (if you run into those). If they survive, and make it to level 3 and beyond, then consider upgrading your de-stressing town building according to the quirks they have, and removing their negative quirks
Crusaders, Vestals, Lepers and Plague doctors for the Abbey.
The rest of the classes I send to the bar.
You should be upgrading the Abbey first. It requires the bust resources, which is by far the least in demand resource. The tavern needs portraits, which is a shared resource with the guild. You want to save your portraits for the guild, so upgrade the abbey first. It's best to fully upgrade one stress relief to the max before you move onto another one -- or at least until it gets two slots unlocked.
Otherwise, I think difference classes are supposed to get different benefits from the various areas of stress relief, but if that's actually the case it's so negligible that you shouldn't worry about it. They also definitely have different downsides -- you can get specific quirks or run into temporary issues with both the abbey and tavern. For instance, you can lose gold gambling, lose an item when your character goes on a drinking binge, and the abbey can give you the god-fearing negative quirk.
Still -- go with the abbey. It's by far the most resource efficient route.
I'm assuming constantly going to the abbey for stress relief tags your character as religious since the Vestal's camp abilities do "if religious, relieve more stress," but I don't know if that's tied to quirks (ie will only pray for stress relief) or how that works.
No exceptions, all stess relief buildings have a chance to make your character disappear, or be engaged in some other variously (un)fortunate event. They can gamble away trinkets and money, WIN money, leave the hamlet in search of MOAR WENCHES, only to return one or two weeks later, ridden with syphylis, they can flagelate themselves into receiving a quirk boosting their Deathblow resistance, or meditate to a point of being unable to meditate ever again. Risk and reward, you guys, risk and reward.
I'm pretty sure "religious", insofar as it affects the Vestal's camp skills, is class based. Vestals, Crusaders, and Lepers all seem to be religious when I use them. I don't think I've seen anybody else get the greater benefits, but I haven't tested it exhaustively.
Quirks can also infer "religious" quality to a character. God Fearing, for example.
And that makes them receive the greater benefit from the Vestal's camp skills? Good to know!
Early game you probably only want 2 slots on each stress relief service you actually plan to use. Then focus on guild and blacksmith because those are by far the most important upgrades in the game (in order weapon > skills > armor generally). Once you can get two upgrades for each service, start upgrading the gold cost to get that nice and low (especially for skills which you'll be using a LOT).
Once you get a solid level 3 party fully updgraded you should be raking in the heirlooms and can upgrade more freely.
Portraits are better off used on the guild ... so, I tend to only upgrade the abbey until after I can get max level skills.
Question about losing trinkets:
Generally I feel like I shouldn't be terribly concerned, because I tend to shy away from most of them for the negative effects anyway, but I know that down the line I'll have more skills and will be able to specialize my groups with trinkets, so I'd hate to lose them.
Are they only lost when Gambling, or when Drinking as well? For those suggestions I go for the Abbey first, too late; I already have all except one upgrade for the Bar :\ Also, from which "pools" can the drinking hero give away trinkets? From my town stash? If other heroes have them equipped, are even those ones at risk?
Thanks!