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 III: +6 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 III.
Boring, but still good.
We have storage in the manor now, but we have prohibitive gold sinks, too, so we will always need to take more inventory off the dungeons – at least until we find out what bond dungeons are like. Big Haul 3 is a necessity.
And, in the zombie plague land, we will likely want to defeat the zombies, not sneak past (but who knows, it could be a Warrens situation where we get punished for beating too many monsters…). Sneaky has a chance of not being worthwhile this particular occasion. It will likely see a lot more use in the Well.
Few things are more boring than having to drop and pick up the same spear and shield every 3 turns. I 100% favor this choice.
I don’t think 2 enc is going to stop inventory management from being a thing.
I think the need for big haul III is somewhat counter balanced if we plan on taking 3 large characters into the tomb. We haven’t picked the bonus character yet, but if it’s Cordy presumably he can hold quite a few items, being a large chap. Kamau’s inventory is huge, as we know, and by pairing him with Molly we should have plenty of inventory room. We don’t yet have stats for Botanya, but presumably she isn’t a small character and all non-small characters we’ve seen have 10 enc or more.
Not completely. Ricki will still need to be armored up for mouseholes, and if she has enough space so she can get extra armor from the undeads we find, even better.
Sure, but Ricki can already easily fit swiftblade, Heavy Shield, wolf hide, and helmet
, for instance, to max defense. That still leaves 2 slots even after a free thieves tools.
I wonder how many levels of Big Haul will LSN let us take. 3? 5? Personally, I’d vote for Big Haul up until Big Haul X.
Sneaky I
Fun and still good.
And potentially gamechanging against bosses.
Do we begin the steal / case combo? It will eventually open up new options.
Case.
Information is nearly always our limiting factor in dungeons, and case provides the opportunity to gain information on the inventory items held by enemies an infinite number of times. This explicitly works even on items that aren’t visible, so it would presumably allow us to say, gain the stats info for mammoth hide armor, or mammoth tusks. It might even let us see whether enemies that have a chance to drop items actually have those items (this would make a difference when choosing whether to attack an owlbear, for instance). I consider the ability to see chest contents once a dungeon to be a nice side bonus.
Con: it takes a Ricki action, and she always has a lot to do.
Just saying, we may find ourselves tripping timers more often if it is overused.
The ability to scan a chest’s contents is be very important for puzzle chests, and may be for hard to reach chests (but that depends on the exact meaning of ‘nearby’, like, for example, does it work with a very near, pixels-away, chest, but through a wall? ect).
And of course scanning enemies with any spare actions. Did anyone rant about murderhobo’ing the game? Now we’ll know whom to murder for loot without spending lens.
Usually the limiter we have on getting a chest is it being feasible to get, including difficulty of reaching it or just finding out how to open it. The possible contents have never been a limiter. We never left a chest alone because we thought the contents weren’t worth it.
Knowing chest contents is valuable. Identifying carried items is going to be incredibly clutch. Being able to spot things like the Wanted Poster ahead of time is going to save us a lot of pain — odds of us encountering more item-carrying creatures seems very high.
Plus, once we’ve got case, we can start Stealing.
Trap Disarming:
We’re planning to go into a tomb next, and tombs in many settings have dangerous traps. Currently we have no method of disarming traps, and not all traps can be circumvented. Given the need to have Ricki present to point out even the traps we CAN circumvent, it seems important to not put off trap disarming for too long.
Yes, please. We have Molly now for our “hauling” needs, but we have no alternative in the group to make traps harmless (permanently).
and take a wagon of thieves tools? but! if we assume correctly (future will show), that the dungeon in question will be literally littered with spare daggers, AND that we took ‘improvise’ earlier, then oooh’kay, that could be fun.. but we don’t have it, so I still prefer CASE..
If an explosive trap is disarmed it is possible we’ll get an extra item (a dynamite?).
I, personally, like Sneaky because in case of a disaster Ricki will be able to sneak away to leave a dungeon and “save” everyone (if it is an option).
But Trap Disarming is also interesting.
We do not have enough lockpicks to both dissarm traps and open chests.
That this dungeon Ricki decided to not throw stuff away does not mean the same will happen next time.
Overflow of lockpicks was good luck, not proof we have excess of them.
Trap Dissarming should be only considered after we get Improvisation. THAT’s when we will have overflow of “thievs tools” to waste.
Not having trap disarming is basically a ticking time bomb. We’ve lucked out thus far that fucking around and finding out with traps hasn’t ever fucked us over, but it’s irresponsible to assume that Will continue to be the case forever. I guess increasing Ricki’s inventory by 20% instead of insuring we have a method available to bypass traps when we need to is a viable choice, but I can state pretty definitively that no dungeon elements are going to be blocked off to us by Ricki having 9 enc instead of 11.
Trap Disarming. It’s a one-off that gives Ricki extra utility, gives Thieves’ Tools an additional use, and ‘can render traps harmless, even if they can’t normally be circumvented’ which sounds like it would be very useful if we end up encountering a lot of traps in, say, the zombie catacombs.
Big Haul III is nice if we want to equip her with slightly better armor/weapons, but if we’re having other characters do most of the fighting then Trap Disarming seems like the way to go since we have a literal item mule now.
Big Haul isn’t so Ricki can wear better equipment
it’s so we take more stuff out of dungeon (making more gold per each) and so we spend less turns on inventroy shuffling.
We still do not have enough inventory space.
So, minmaxing.
Also, how do we carry the non-stackable lockpicks? And in this dungeon we’ll likely need them for actual locks barring our way.
Sneaky sounds pretty awesome.
Trap Disarming. Let’s get on the road towards being a real thief.
Big Haul 3.
Because people are doing multiple comment abuse on trap disarming, so I am balancing the scales.