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.
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.
BIG HAUL I
Yep. More space for equipment is whatever stat we need it to be.
Absolutely. Two slots more will make a serious difference. And it’s BigHaul-1, so we there will be at least BigHaul-2 later.
Big Haul!
Big Haul 1
Look at all the cool stuff we left on the ground and imagine Ricki was wearing it instead.
Comforting Weight. There are no problems with letting the Goblin carry the gold, not when it going missing means her defenses go missing!
Trap Disarming.
We’re most likely heading into that estate out of town next (unless we’ll be able to go into bond dungeons, first) and that one might have traps that actually need disarming rather than “just” avoiding. (something about the whole “abanndonned for years” vibe just gives me the impression the owner might have put up some kind of “security system”.)
The cross-bow-chests we saw in the kobold warrens are, IMHO, a “hint” that from here on out, dungeon (trap)s will become more dangerous. The AoE ability on Sally is also something that we possibly could see on traps, too.
(And YES, Big Haul is an excellent choice. As well as comforting weight. If we get any of the 3 skills mentioned, I’ll be happy.)
And, the most prominent hint, very explicit, was when someone said that “trap is already dead, so these pressure plates here don’t explode”. I take it as a strong hint that pressure plates elsewhere might be quite explosive.
However, the most important fact is that we SEE them, so we can plan ahead. Explosive pressure plates will be very amusing when we i.e. roll a barrel or toss a heavy thing onto them. As long as we notice them, we’ve got options. The thing that worries me a bit is “if they can’t normally be circumvented” which means that there will be traps that we cannot jump over, or swipe with a broom, or trigger from afar.
But, we’ve seen that Kamau’s plate armour stopped a shot from crossbow-trap in a chest, so hm. Maybe that skill is not that important? It might be, if we get more “escort”-style quests and have to lead some squishes through a trapped corridor. But I’m not saying anymore not to jinx it.
I agree BigHaul is an excellent here.
For the next pick though, I’m ComfortingWeight + Purse sounds awesome, as long as we hoard the gold, and I’m still very tempted with Case (knowledge always opens new ways) and Sneaky or Dodgy (since they are upgradeable). But that’s far future.
The hint there was that, while we ignored the pressure plates since the nearby trap was sprung, there are pressure plates which are traps on their own. Luring enemies across these would indeed be fun, note that enemies like to rush at us if we make a ranged attack…
The main reason I don’t like Trap Disarming at the moment is that traps tend to come in groups so far. There were three pressure plates and two large glass patches in front of that bolt chest near the end. Spending an action and maybe thieves tools on multiple targets is very expensive.
All true! However, I somehow fail to see how thieves tools could be used to disable a glass patch :)))) Oh my, that actually could be worth seeing how LSN makes it work
Throw out all the tools and roll the bag out on top of the glass so you can walk on it safely.
Yes, you need to throw the tools out. Are you the professional thief in a fantasy setting? I thought not!
I really really like trap disarm and think we’ve been undervaluing it. But for now, enc is king. Expect to see me pushing for this in the next dungeon or so though.
For the love of God, big haul! Lol