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 II: Incoming attacks have a 20% 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.
Sneaky 1:
More utility could have really saved us a lot of stress this dungeon and I think things are just going to get harder moving on. Would be nice to have an “Oh shit!” button.
I agree; plus, it can be used for other things like setting up flanks, scouting, or even potentially looting chests guarded by groups of enemies. I’m also curious about whether Stealth II will give us another usage of stealth or will just increase the maximum size of Ricki’s carried items.
Are we ever going to get Dagger/Crossbow proficiency?Or have we decided those are useless for her DPS build?
we don’t have good dagger or crossbow, so i think useless
and i don’t think we find dagger better than swiftblade
+1 damage tied to a particular weapon class is weaker than the other options Ricki has on offer.
I assumed so,I wonder why LSN made those options & then gave us shitty daggers & bows.
While I like the general idea of Sneaky 1 for its potential utility, I don’t have any confidence that it would get used safely due to the way actions are determined by voting. I’m afraid it might get used to get past a horde of enemies or a very tough enemy just in order to get to a chest or to get eyes on that next room, without worrying about how Ricki will get back/out of wherever being Sneaky got her into. I fear that Sneaky 1 might just be a deathtrap without Sneaky 2 and that Sneaky 2 might be a similar deathtrap once the first use of Sneaky is used up (assuming Sneaky 2 gives two uses per dungeon). While Sneaky COULD potentially be very helpful as an ‘escape hatch’, that depends entirely on how it gets used and I worry about it being used early for greed or exploration and not being around for later emergencies. Thus, I currently prefer upgrades that are always on over Sneaky 1.
Ambush I:
Suprasingly often we are missing 1dmg to kill enemy, and our game-plan is to end each encounter as fast as possible so Ambush should be active most of the time.
I will say that it isn’t “a character that hasn’t been attacked previously”, it’s “a character that hasn’t interacted with a character previously”. Presumably that includes them attacking us. We pretty frequently slide by and attack later.
Backstab does the same thing!
Only in combats where Ricki is attacking the same enemy as another character. So typically boss fights or big tanky boys.
Almost every fight this dungeon it wouldn’t have applied.
Backstab 1
Extremely good in tandem with Kamau or just team fights
Well, not with Kamau; I don’t think interposing counts as attacking. And in a lot of team fights the ability would never trigger because everyone’s attacking a different target. In this last dungeon, it would only have applied to the two beaver dams and the boss, and it wouldn’t have made any difference in any of those situations.
Well said!That was my suggestion last page!
eh.
If the ghoul situation is any indication Ricki is going to be fighting isolated more often than we’d like.
just one small tunnel and bam!
no more Backstab.
Dodgy II
The more dodge the better!
Why not more DPS?She’ll get more use out of Backstab.
Perhaps, but if she dies the story is over so I’d prefer to focus her build on survivability. While more DPS does mean enemies get killed more quickly which is a sort of defense, it also increases the temptation to use her like a tank for front line combat. I’d rather not have her become a ‘glass cannon’ that people want to use like a tank.
Improvisation IIIIV
My issue isn’t with the choice (because it does sound useful,especially if we get a lot of daggers like in the first 5 dungeons) but rather you thinking that Improvisation has a roman number after it & that IIIIV is somehow a valid roman number.
It’s the Roman numeral for 45, obviously. Also for 34. Roman efficiency at its finest.
Isn’t 34 written as XXXIIIV?That was how I assumed numbering works in ancient Rome.
Why not take Improvisation VVX first?
Oh shoot, you’re right, i got ahead of myself.