To answer a question I saw in the comments, Ricki (and other characters) will have access to the abilities they didn’t choose the next time they finish a dungeon! Things may be added to those lists over time, but no options will be lost forever so long as Dungeon Eyes keeps going!
While you’re answering questions, LSN, can I pose three quick ones about Kamus Remorse, please?(“If allies take a total of 5 damage, or if any ally dies, will leave the dungeon immediately.”)
Does he have to be in the same room as the ally and witness the damage taking/dying or will it trigger even if the damage happens out of sight for Kamau?
Also, does healing some of the taken damage back up remove the “remorse” again (and in the same numbers as the healing is happening)?
Lastly: since you explicitly wrote “will leave the dungeon” I assume that means he doesn’t (necessarily) leave the party. Is that assumption correct and/or what factors influence whether or not he leaves the party (on top of the dungeon), too?
(I have a suspicion that “bond” may come into play here, but asking doesn’t hurt…)
And YAY, Kamau joined the party! 😀 (Also, Ricki dropped the last dungeon’s keys, so she has room for the thieves tools.)
I have a feeling that healing does not reset Kamau’s little curse. Ricki has exactly 5 HP max, and Kamau seems sensitive to others being beaten. And Kamau’s stat page shows little black orbs called ‘REMORSE’ right under his face icon, so that’s a stateful/remembered stat that accumulates over time.
One Q from me: Heroic Effort I – does it work on current HP vs enemy’s current HP (so badly beaten Kamau with 1HP left will have it triggered on, idk, dog?), or the maxHP overall, or HP observed at the start of the battle, etc?
Just because there are symbols to help keep track of the current value of “remorse” doesn’t necessarily mean they can’t be “regenerated”.
Hit points do have little symbols as well (namely hearts – which change from red to empty/black, when losing HP and black ones get filled out back to red again, when you heal HP), and those can very well be gained them back by e.g. drinking a healing potion, or by the “grit” ability, which we already found out in dungeon 1.
Similarly, remorse could get filled out, when an ally takes damage, and emptied out again, when said ally is healed.
That’s why I am asking LSN: we – the players – just don’t know. 😉
1: Kamau can somehow sense friends taking damage anywhere in the dungeon.
2: Healing doesn’t change the fact that the damage occurred.
3: Leaving the dungeon is NOT the same as leaving the party.
Tem
2 years ago
Yeah for Kamau joining!
Ricki: “Always Prepared: Starts each dungeon with one Thieves’ Tools if able to carry it.”
Adding the Tools to Ricki’s stuff leaves room for 1 rat tail. To carry anything else, she needs a Bag of Holding, or to drop something, or Kamau to carry it for her. “Small: Can be lifted by other characters” Can Kamau lift her singlehandedly?
Kamau: “Remorse: If allies take a total of 5 damage, or if any ally dies, will leave the dungeon immediately.” Would he try to carry that ally with him? With Ricki at 4 HP currently it would not make a difference, but just so that we know for the future.
Kamau: “Sentiment: Always carries Kamau’s Hilt and will not drop or trade it.” If carrying does not necessarily mean wielding it, we should aim at getting him a better weapon, and some defense, and maybe get rid of that ball and chain (and get a Regeneration spell or potion, maybe, if he had a second arm and wants it back). Maybe Kamau’s Sword can be reforged, like Greenhilt’s Sword, or Narsil/Andúril, or – well, choose some from https://tvtropes.org/pmwiki/pmwiki.php/Main/ReforgedBlade 😉
About Enemies: Do we not have some information about the enemies we already encountered, like: the rats had at least x HP and at most y HP? Maybe they were all malnourished and rats with more than y HP exist.
Regarding malnourished: we should help Ricki to fix that (and prevent Kamau to get that).
And let’s not forget to throw a party for finishing that dungeon! 🙂
“will leave the dungeon immediately” – people who have a sudden change of heart like this are not likely to think rationally. Would not count on using damage as an instant escape technique.
Actually, the last panel showed us a small person with curly hair holding Kamau’s hand. That seems VERY related to Kamau’s hm.. “curse” (“ability” doesn’t somehow feel fit here), so I suppose that this is not just defector’s gut here. It’s some past event with a small person, and Kamau may be acting hyper-protective here, like, see she’s beaten, saying that’s enough, grabbing her, and GTFO ASAP so the past event does not occur again.
Nice, we do get Kamau.He has 15 HP and an ability that gives extra damage against enemies with double or more his HP… there are bigger fish out there. This might also apply to current HP, which is hopefully more likely to come up, but also if we’re in that situation then things are pretty bad.
Feeling better about inventory now, as he’s contributing an extra 11 slots (with the 12th dedicated to Kamau’s Hilt). Five of those are tied up with the ball and chain, but we’ll have lockpicks at the start of next dungeon if nothing else, and a 50% chance to reuse them. Of course, we’ll see how he feels about being a pack mule for stolen goods, so stepping up Ricki’s inventory is still worthwhile.
Kamau’s Hilt is not a greatsword for Heavy Sword Proficiency, though clearly the full weapon counted. I’m guessing one of his story dungeons may involve reforging that sword.
Didn’t notice an arm was missing. Even going back and looking at the images, half the time it feels like a second arm is just hidden behind his body.
The Ball will probably be mostly useless, or usable as one-shot thrown weapon. Ricki can’t do a thing except for rolling it slowly, but Kamau may be able to toss it and that may give some nice results on enemies, or environment.
However, if possible, try to keep the Chain. I know it’s somehow attached to the Ball, but (1) it occupies separate INV slot, so maybe counts as separate item, and (2) the OTHER balls earlier did not have chains, so it should be detachable. Having a piece of a chain, even if relatively short, still seems very useful.
To answer a question I saw in the comments, Ricki (and other characters) will have access to the abilities they didn’t choose the next time they finish a dungeon! Things may be added to those lists over time, but no options will be lost forever so long as Dungeon Eyes keeps going!
While you’re answering questions, LSN, can I pose three quick ones about Kamus Remorse, please? (“If allies take a total of 5 damage, or if any ally dies, will leave the dungeon immediately.”)
(I have a suspicion that “bond” may come into play here, but asking doesn’t hurt…)
And YAY, Kamau joined the party! 😀 (Also, Ricki dropped the last dungeon’s keys, so she has room for the thieves tools.)
I have a feeling that healing does not reset Kamau’s little curse. Ricki has exactly 5 HP max, and Kamau seems sensitive to others being beaten. And Kamau’s stat page shows little black orbs called ‘REMORSE’ right under his face icon, so that’s a stateful/remembered stat that accumulates over time.
One Q from me: Heroic Effort I – does it work on current HP vs enemy’s current HP (so badly beaten Kamau with 1HP left will have it triggered on, idk, dog?), or the maxHP overall, or HP observed at the start of the battle, etc?
Just because there are symbols to help keep track of the current value of “remorse” doesn’t necessarily mean they can’t be “regenerated”.
Hit points do have little symbols as well (namely hearts – which change from red to empty/black, when losing HP and black ones get filled out back to red again, when you heal HP), and those can very well be gained them back by e.g. drinking a healing potion, or by the “grit” ability, which we already found out in dungeon 1.
Similarly, remorse could get filled out, when an ally takes damage, and emptied out again, when said ally is healed.
That’s why I am asking LSN: we – the players – just don’t know. 😉
Heroic Effort is calculated based on current HP at the start of the turn.
1: Kamau can somehow sense friends taking damage anywhere in the dungeon.
2: Healing doesn’t change the fact that the damage occurred.
3: Leaving the dungeon is NOT the same as leaving the party.
Yeah for Kamau joining!
Ricki: “Always Prepared: Starts each dungeon with one Thieves’ Tools if able to carry it.”
Adding the Tools to Ricki’s stuff leaves room for 1 rat tail. To carry anything else, she needs a Bag of Holding, or to drop something, or Kamau to carry it for her.
“Small: Can be lifted by other characters” Can Kamau lift her singlehandedly?
Kamau: “Remorse: If allies take a total of 5 damage, or if any ally dies, will leave the dungeon immediately.” Would he try to carry that ally with him? With Ricki at 4 HP currently it would not make a difference, but just so that we know for the future.
Kamau: “Sentiment: Always carries Kamau’s Hilt and will not drop or trade it.” If carrying does not necessarily mean wielding it, we should aim at getting him a better weapon, and some defense, and maybe get rid of that ball and chain (and get a Regeneration spell or potion, maybe, if he had a second arm and wants it back). Maybe Kamau’s Sword can be reforged, like Greenhilt’s Sword, or Narsil/Andúril, or – well, choose some from https://tvtropes.org/pmwiki/pmwiki.php/Main/ReforgedBlade 😉
About Enemies: Do we not have some information about the enemies we already encountered, like: the rats had at least x HP and at most y HP? Maybe they were all malnourished and rats with more than y HP exist.
Regarding malnourished: we should help Ricki to fix that (and prevent Kamau to get that).
And let’s not forget to throw a party for finishing that dungeon! 🙂
“will leave the dungeon immediately” – people who have a sudden change of heart like this are not likely to think rationally. Would not count on using damage as an instant escape technique.
Actually, the last panel showed us a small person with curly hair holding Kamau’s hand. That seems VERY related to Kamau’s hm.. “curse” (“ability” doesn’t somehow feel fit here), so I suppose that this is not just defector’s gut here. It’s some past event with a small person, and Kamau may be acting hyper-protective here, like, see she’s beaten, saying that’s enough, grabbing her, and GTFO ASAP so the past event does not occur again.
Nice, we do get Kamau.He has 15 HP and an ability that gives extra damage against enemies with double or more his HP… there are bigger fish out there. This might also apply to current HP, which is hopefully more likely to come up, but also if we’re in that situation then things are pretty bad.
Feeling better about inventory now, as he’s contributing an extra 11 slots (with the 12th dedicated to Kamau’s Hilt). Five of those are tied up with the ball and chain, but we’ll have lockpicks at the start of next dungeon if nothing else, and a 50% chance to reuse them. Of course, we’ll see how he feels about being a pack mule for stolen goods, so stepping up Ricki’s inventory is still worthwhile.
Kamau’s Hilt is not a greatsword for Heavy Sword Proficiency, though clearly the full weapon counted. I’m guessing one of his story dungeons may involve reforging that sword.
Didn’t notice an arm was missing. Even going back and looking at the images, half the time it feels like a second arm is just hidden behind his body.
Future note:
The Ball will probably be mostly useless, or usable as one-shot thrown weapon. Ricki can’t do a thing except for rolling it slowly, but Kamau may be able to toss it and that may give some nice results on enemies, or environment.
However, if possible, try to keep the Chain. I know it’s somehow attached to the Ball, but (1) it occupies separate INV slot, so maybe counts as separate item, and (2) the OTHER balls earlier did not have chains, so it should be detachable. Having a piece of a chain, even if relatively short, still seems very useful.