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.
Big Haul I: +2 Enc.
Case: As an action can identify all items an enemy in the same room carries, even if some items are not visible. Once per dungeon can identify contents of a nearby chest without opening it.
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.
Dash: +1 Mov.
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.
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.
Trap Disarming: Can expend Thieves’ Tools to render traps harmless, even if they can’t normally be circumvented.
Dash. Extra movement is as close as we get to extra actions. In every dungeon, Ricki has used an action for extra movement at least once.
Having two movement makes it possible to leave a room and then return on the same turn. That opens up a lot of options:
-Trade items between rooms for free. Move lots of loot out of a Ricki-only area, trade items between busy allies in adjacent rooms, swap out gear with a stash on the floor in a safe location…
-See what is happening in more of the dungeon.
I’m with dash. Ricki moving around faster is really useful
Dash letting Ricki trade items between rooms for free sound like a good way to get around annoying inventory problems. Big Haul I would probably do that better for inventory problems, but there’s also the “Dash having more utility” thing too.
I’m voting Dash.
Relevant for this dungeon particularly, if Ricki could have gone through a tunnel into a flooded area to pull a lever and then leave for air in the same turn, then we could have snuck even more loot in. I don’t know when we’ll next see water, but being able to avoid ending turn in an interesting hazardous area would be nice.
Interesting, Trap Detection III has the same “well hidden” wording as II, the bonus is automatically avoiding traps. Not needed if we play perfectly, but we’ve forgotten to avoid traps in two dungeons so far.
EDIT: This is an observation, not a suggestion for level up.
I think the value of this is declining, and will continue to decline as dungeon eyes gets more popular. At 50 comments a page, someone is generally going to remember to point out that we’re walking over broken glass. So while we have forgotten in the past, I think it’s going to happen less often in the future.
My only worry is if Trap Detection IV is the level to identify “super extra hidden” traps, but we can mess with that the day that we get caught in a trap we couldn’t see coming.
Case feels very useful, especially since we’re going into a humanoid dungeon, and universally useful aside.
Trap Detection III or Trap Disarming have very good potential regardless.
Dagger Proficiency is a fair pick now that we have better armor AND a magic dagger.
Trap disarming. We’re heading to the Kobold Warrens, and there probably will be traps we can’t circumvent there. If these traps have area effects, they increase the chance of remorse. Also remember the stalkroaches and other chest traps!
As far as I’d love to see how Ricky uses lockpicks to disable a stalkroach xD, I think other choices are better. Seeing/knowing the trap allows us to work around it one way or the other, and that is pretty much enough in most cases.
Nail the stalkroach antenna to the chest lid with a lockpick.
Agreed that disarming traps could get us loot we might not get otherwise. Of course, if Kamau can reach the loot, then he can disarm the trap with his HP.
Also known as the Barbarian’s Lockpick
I remember Peanut “un-locking” people…
Hey, the unlocking-page was requested by someone else and found by several via discord:
https://willsaveworldforgold.com/comic/2013-03-14/
Big Haul
Dash is lovelly, but we are running out of equipment slots for loot. Last dungeon we got lucky we didn’t need to leave anything behind. But it was short one.
We’re probably getting a companion next dungeon, and spending some tools, so that’s not critical at this juncture
They will have their own equipment to carry.
Ricki is often the one zipping from place to place, she needs more slots to use.
and knowing our luck we will get that companion by the end of run anyway 😛
Big Haul is also great. More space for equipment lets us prepare for whatever situation we’re in, and this upgrade just gets better as we get better gear.
This was a short dungeon, but it was very item-rich. Lara’s inventory has massively helped. Still, raising the total amount of gear and loot we can carry does also help.
Since Ricky usually attacks with Lara, Backstab I might be pretty useful.
Case! Knowing what to loot and what to avoid is priceless. In every dungeon we have a limited number of turns and there’s never enough time to go for 100% completion. It’s a smash and grab.
We waste so much time killing enemies for no benefit. If they’re not carrying something we want, or guarding something we want, then why even fight them? Every fight costs 3-5 turns, and that’s a huge amount of wasted time that could be better spent doing anything else.
Yes, but only “Once per dungeon can identify contents of a nearby chest without opening it”! If Case was, additional to Dungeon Eyes, the ability to see the contents of all chests and all potential drops, that would be great.
This bit:
is not once per dungeon, Ricki could do that as her action -every- turn, if we wanted her to.
Only the “chest contents” are once per dungeon.
Yup, that’s exactly why I really like the CASE. If anywhere in the future we’d get also Steal, that would form a very handy combo. One thing that keeps me away from voting for CASE is — it’s one-off ability. Even the STEAL has “Steal 1” meaning that there will be further paths and upgrades. And CASE is just “Case”. There won’t be “Case 2”, it will always be one chest per dungeon, and that’s like “aaaaaawww”. If we’re limited to 1 chest per dungeon, then for the most of the time, we’ll be not using it, we’ll be saving it until we see the whole dungeon, and only then we’ll pick a chest, and I bet we’ll focus on the subquest/puzzle chests first, since they usually are quite hard to open, and since they are actually not excluded by the skill description. What does it mean? It means that in some rare cases when we see a puzzle chest early in the dungeon, it will be REALLY helpful, as we get info and can come up with a strategy when we still have time and resourecs, but for the most part, we’ll either use it late in the dungeon when we’re already involved/spent/justmanagingby, or on an unimportant chest just for the kicks, or even we’ll not use it at all (precious time! using “Case” basicaly means using up a full turn! no action, no lever flipping, no chest opening, no attacking).
It’s not about chests, it’s about seeing if enemies have anything worth killing them for.
If not, we don’t kill them and save very valuable time. With this time we can kill enemies worth killing. This ability is cash in the bank.
Pray tell, if a Rat has X% chance to drop a tail, does it have a tail before dying? Or if a sun-head-guardian has X% chance to drop an armour, does it have an armour before dying? :):):):)
I get your point. I understand it. However, for it to be very useful, and no hestitation of wasting time, we’d need to find a serious NPC-like (not monster-like) enemy, who can carry items. Otherwise, if theoretical drops are just “built-in” (like tails), we probably won’t learn anything. And the once-per-dungeon added ability is guaranteed to work, so I focused my thinking on that side.
Regarding saving time. Yup, I also consider that important. I’ve said that regarding puzzle chests. These are rare and almost sure to contain items worth considering. But with enemies.. Let’s imagine we meet a room like in the chapel, where there are several doors and groups of enemies inside. Let’s even focus on THAT room. https://dungeoneyes.com/dungeon-3-turn-3/ I just don’t see us scanning those enemies. Sure, we ignore rats. But then, skeletons, doggo, sunhead, spider.. and it’s not scan-a-group. Skeletons would take 3 actions, that’s 6 turns if I count them well. I don’t see us doing that. Sure, we’d probably scan the ghoul-pope, and the-faithless, and maybe even (LOL) Lara, but I think many times we’d find it more feasible to just kill a group than to scan all its members – because of time, and because it’s one group of monsters less to be careful about.
Contrary to what I began this comment with, which was more of a poke-in-the-nose thing, I think we could use it to:
Also, it says “in the room”. Meaning, Ricky can do that safely through walls and floors, as long as it’s the same “room”. That’s nice.
Still, except for the most obvious things, it’s full of guesses. Scanning a rat may very well say “no items carried” and upon death the rat may leave a tail, and, well, that’s all totally plausible. The rat doesn’t carry the tail as an item, right? (but yeah, we can argue that the tail is a separate entity that follows the rat like cars in the train xD). The tarnished-solar-armour isn’t carried by the sun-guardian, the guardian was made of that armour and sun-thingy-head-ball, so it may not show up in the scan as well.. So many uncertainities..
That’s why I’m against taking this, NOW, although I’m very curious in what ways we could hack the mechanics. The ability says “enemy”, but “enemy-ness” relies on perception. What if Ricky imagined that a chest or barrel is a MIMIC and if Ricky tries to case that? Or think that there’s ninja in the nearby bush, and scan the bush, and learn there’s a hidden rat tail? and it turns out that it was no bush, it was a rat-pile-of-green-rats which were sneaky and had their red eyes closed (or we thought it’s berries!)
I don’t think the value is in knowing which enemies have stuff, though it would be interesting if Case rolled the drop chance ahead of time to definitely tell us, like with the sun-heads and their 50% armour drop rate. I can’t recall a case where enemies had items we couldn’t see, unless you count the angry drunk mugs which are more of a drop than an item. Actually, knowing how much ammo the thugs in the Tavern Basement had would be neat.
No, what I like here is the ability to identify the items we do see. Knowing that the skeleton’s dagger in the Chapel was a throwing dagger, or knowing the properties of the Dawn Mitre, would be very interesting.
My vote/preference would be: Big Haul I, Dagger Proficiency or Trap Disarming. (In that order.)
My reason for that is: with Big Haul I, Ricki has 7 inventory slots (instead of 5) and we are going to need them, especially if we keep that rat fang dagger, plus some rat tails on her, while still having room for other stuff (like the crit greaves or gloves or traditional armour items).
Keeping the rat fang dagger on Ricki makes a lot of sense in my eyes, because in many “Ricki only” areas, there will likely be rats.
Dagger proficiency will work well with the rat fang dagger, too.
Trap Disarming is something we will have to get sooner or later and Kobolds are kind of “famous” (in many RP systems at least) to be tricky/cunning and have a lot to do with either alchemy or traps (or both), so it might already come in handy in the Kobold warrens (if we go there, provided we get more than one option).
But “Dash” seems to already have “run away” with the votes and I’m sure it will be very useful, too.
Hey how about making a rainbow trail fx when Ricky uses Dash for the first time? The faces of Kamau and Lara 😀 and people reading the story when they realize it’s Rainbow Dash 😀
Actually, I now see what a gem Comforting Weight is. The gold stacks are about as expensive as armour and take about as many inventory slots. Its more flexible though And they stack with regular armour (and rickis +1 for light).
For now, I agree that dash is more necessary, I propose we go big haul / comforting weight in the near future though.