Ricki finished a dungeon! She can gain one new ability from this list:
Ambush I: +1 Atk when attacking a target that hasn’t interacted with a character previously.
Backstab I: +1 Atk when attacking a target an ally is also attacking.
Comforting Weight: +1 Def for each full stack of Gold Coins carried.
Crossbow Proficiency: +1 damage when wielding a crossbow or similar weapon.
Dagger Proficiency: +1 Atk when wielding a dagger or similar weapon.
Dodgy I: Incoming attacks have a 10% chance to miss.
Improvisation: Can use any type of dagger in place of Thieves’ Tools. Daggers always break when used this way.
Poison Use (Lara Bond): Can use venom when attacking.
Sneaky I: Once per dungeon can become undetectable by enemies until end of turn. Can’t be carrying any item of weight 3 or higher while sneaking.
Steal I: Once per dungeon in place of attacking, can try to take one item from an enemy. An item that is carried but not wielded or worn has a 100% chance to be taken successfully. An item that is held or worn has only a 50% chance to be taken successfully. Items have a -10% chance to be taken for each point of weight heavier than 1.
Trap Detection III: Can spot well hidden traps and point them out to allies. Automatically avoid poorly hidden traps.
Gonna have to vote for Ambush 1.
We always try to one shot enemies and end combat as quickly as possible. Most reliable upgrade.
Backstab 1 works for multi turn combats as well as first turns, as long as we focus fire, which we do.
Though Backstab doesn’t work for when Ricki has to go solo, like when she’s entering a rat hole, or for large groups of smaller enemies.
Advantages and disadvantages
Indeed! Ricki doesn’t have an obvious level up choice at the moment.
Yes, Big Haul IV is missing. /j
Note that it says “ally”. I guess that it is not limited to TallTeamMembers but instead means Pets and whole lot of other temporary allies count as well. It will expose our doggies and mushrooms to combat damage though, but in terms of lots-of-small-enemies and ‘expose mushrooms to damage’, that could actually be a plus.
Dodgy I, let’s get Ricki to 100% dodge chance lol
We still don’t know if that %cent _stacks_ or _worksseparately_ to evasion rings, but I like that part. We’ll certainly be able to improve that % regardless of how it works, and if we have 2 or 3 sources that work separately, that still could produce a good evasion rate.
Aditive style stacking would be 70% with this upgrade + the two evasion rings, and weirdly possible to get to 100%, which seems like something LSN wouldn’t allow.
Unless I’m doing the math wrong, rolling reach dodge chance separately (so each attack has to get 4+ on a d10 twice, then 2+ on a d10 to hit) is 55.9% dodge chance. So notably worse than the other calculation method, and functionally impossible to get to 100, but actually still quite worthwhile. Especially if she keeps some defense, so large piles of small enemies have to have most/all make it past the dodge to actually do damage, like we experienced with the Enforcer.
“have a 10% chance”, if not used with those cursed dice with which a certain person is bested. But maybe we could use the enforcer’s dice?
Steal I. Lets steal rings of evasion. Unless evasion works against stealing.
Heh. We also have (50%-x) chance to steal items _worn_, imagine that jumpy enforcer from previous dungeon after we stole her armour/weapon/shield/etc.
I like Steal 1 or Trap Detection 3
Improvisation or comforting weight for sure
Hey, comforting weight is not so bad of a decision. Since we take purse in every dungeon anyway, it means getting +2 def for the cost of 40 gold and a slim chance of running out of purse space in case we find >20 gold