潜行者:新手指南

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越来越黑暗 Dark and Darker
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A guide for all things rogue, how to play them solo or in a party, what skills to choose, their weapon options, their strengths and weaknesses. Introduction This guide was originally written in the playtest 3, and is in the process of being updated. I am Ice, often times The Sojourner, knife enthusiast and pathologic backstabber. If you aren't interested in watching several hours of content on Twitch or else to get the gist of the class, this guide is just as good for you. Who's The Shady Fellow Over There? A rogue is a pragmatic utilitarian, a realist with little care for principles and beliefs when you are surrounded by unreliable people and creatures that want to turn your insides out. Therefore, the rogues' first regard goes to their own skills, to their proficiency with their tools and the keen of their steel. That is not to say that rogues are loners, but they are certainly self-reliant. Enough Flowery Bull***t, What Do You Do? As you have noticed, Dark and Darkest is a slow game. Ironmace wanted a dungeon crawl, and they put the crawl in big bolded letters. Combat is slow, movement is slow, interaction is slow, but death can come very fast. Fast is what rogues do. Rogues are good at: Interacting with objects Stabbing and backstabbing Dying to mosquito bites Rogues suck at: Fighting head on Approaching stabbing distance in large rooms against ranged characters Living to retirement The rogue presents a binary compromise for any player. Having one of the highest speed scores in the game, they also have a crippingly low health pool. This means that while you have the tools to certainly tackle any encounter, you also have the ability to die faster than any other character if you can't use your only true advantage - your speed. The Value of Speed Only shields and a select amount of weapons have the ability to block. That means that your only reliable way to avoid an Early Forced Extraction (or an F) is to dodge. Dodge the swings, dodge the arrows, dodge the traps, dodge your taxes, dodge because your life depends on it. Movement speed is tied according direction, so backstepping is slower than moving forward. However, swinging the camera around to engage in a French Charge (running in the opposite direction) will give you enough speed to get out of the range of most attacks. Sidestepping and strafing incoming blows is also a possibility, but consider many weapons have very wide swing angles and it falls on exactly what you are against. Speed is not only essential in immediate combat, but also in how you approach those battles. We will go into strategies for solo and party rogues later on. You should know that all characters have the same base movement speed value, and this is further modified by the equipment. This means rogues don't move intrinsically faster than other characters, but their equipment tends toward levity - and this is something important to consider if you want to remain faster than other classes. Rogues, currentlyAs a game that is constantly underdoing changes, the state of rogues varies greatly. From being frankly overpowered to potentially unplayable, it's all based on their current state. As of mid 2024, rogues are arguably the hardest, weakest class in the game. Certainly, if you can get to stabbing distance and land 3 stiletto headshots you are reliably to kill almost anybody, but you have to work hard to it. Ranged characters will chew you up and spit you out if you aren't the literal personification of the night, and melees will cleave you in twine faster than you can switch from your throwing knives to your daggers. Any fight you play without having the first strike is usually a fight lost. PvE is also not made easier in any regard. You have acceptable damage, indeed, but you depend entirely on your movement speed to dodge, and your only strategy is more often than not strafing, baiting for attack animations and punching your dagger in while you can. Your lack of sustain means that you also have to play with a very generous amount of healing supplies in your inventory, which you must use readily and greedily, lest you are caught injured, by either mobs or players. Considering all this, other classes often have more varied and more generous kits that allow them to make mistakes, or approach encounters from more ways - on top of having the stats to generally outmatch rogues in a melee. That is not to say that other classes are better in every aspect, but they certainly tend to be broadly more flexible - with chagrining irony - than the rogue. All classes must utilize the full width of their kit, their tools, and the knowledge of the map to push encounters into a situation that is favorable for them - but for rogues, if you don't have this favorability, your chances of survival are far lower. Timmies will make plenty of mistakes to give you some easy victories, but any seasoned player knows exactly your weaknesses and they will not get mentally stunlocked trying to decide what to do the moment they feel an unwelcomed poke in their spine. At the time of writing this, I can only recommend the rogue as an addition to 3 man parties, or if you relish in being the underdog, and figuring how to come out on top anyway. Active Skills Getting started as a rogue is hard. While you have your incredible speed naked, your initial dagger does damage comparable to a love peck, your skill selection is limited at best, and your bag of tricks is practically empty. However, as they level up, their skill path becomes very obvious, and so does their ability to survive without good equipment. There are currently 7 active skills for rogues, of which - like all classes - you can only take 2 with you to use from the Q and E buttons. Rogues are incapable of spellcasting. Hide

潜行状态下,只要不进行任何操作就能保持隐身。你无法移动、攻击、治疗,也不能与任何物体互动。唯一能做的就是移动视角。 若没有特定被动技能,潜行很难可靠使用:进入潜行时,你会留下一团雾状粒子漩涡,在黑暗中极易被发现,任何玩过潜行者的玩家都知道你基本就站在那里。 潜行的冷却时间约为45秒,持续时间约1分8秒。冷却时间仅在潜行效果结束后开始计算。 受以下技能影响:伏击

退出潜行状态后,你将获得10%移动速度加成和50%物理伤害加成,持续3秒或直至你命中目标。考虑到潜行者的伤害通常更注重数量而非质量,浪费一个被动技能只为单次攻击增加50%伤害是相当糟糕的。我建议避免使用这个技能。潜行精通

将潜行的持续时间增加至24秒。 这听起来可能没什么了不起,但在房间中央耐心等待20秒,保持隐形状态,能为你提供攻击敌方队伍的绝佳机会,或者有足够时间让敌人以为你早已离开。如果你使用潜行技能,这几乎是必备的。 潜行

在保持隐藏状态的情况下,蹲下或缓慢行走(按住Shift键)移动最多10步。潜行的作用是让你能够到达需要的精确位置,避免被碰撞,并且可以施展难以躲避的背刺。话虽如此,潜行的局限性很大,而且如果你从隐藏状态现身,没人会预料到你的背刺。根据你的游戏风格,潜行有一定用处,但通常不用也行。烟雾弹

一个瞬发技能,冷却时间约25秒,持续时间12秒。 释放后会在原地生成一团浓密的烟雾云,使敌人移动速度降低10%,同时降低所有人的能见度。 这不是我推荐的技能,因为我觉得它的用途非常有限。 【燃烧瓶】

在你身后直接放置一个小型【铁蒺藜】陷阱。任何踩到陷阱的人将受到10点伤害,并在3秒内降低50%移动速度。 该技能拥有4次充能,冷却时间较长。充能次数为单局限定,无法在地下城内补充。 无论是用于设下埋伏还是逃跑,铁蒺藜都非常简单直接、高效且易于使用。注意不要踩到自己放置的陷阱,并且如果你在队伍中,队友同样会受到铁蒺藜的影响。因此,该技能对 solo 潜行者比组队潜行者更有用。 【翻滚】

后空翻以彰显你的 dominance。 滑稽可笑,通常毫无用处。 【附魔技能】 这些技能的使用方式相同。 也就是说,它们是应用于武器的能力,而非直接施放。 激活任何“附魔”技能后,你的下一次攻击将释放当前所有已施加的附魔。 切换武器和工具不会丢失附魔效果。 可以叠加所有附魔,它们将同时释放。 附魔效果永久持续。 可以通过近战或远程攻击释放附魔。 未命中(仅击中空气)不会释放附魔。 击中表面会无害地释放附魔,因此你可以在盾牌和墙壁上浪费你的能力。 大多数附魔都有视觉效果,使其在黑暗中易于查看。 【撕裂】

增加20点魔法伤害,以持续伤害形式在5秒内生效。简单来说,这是潜行者(rogue)最好的主动技能。伤害越高越好。而且这是一个无充能限制的冷却技能。你可以并且应该持续使用它来清怪或骚扰玩家。在你的一把飞刀上涂抹该效果,它的实际伤害将是正常情况下的5倍。当敌人血量较低时刺中他们,他们将必须迅速决定是立即治疗还是在接下来的5秒内死亡。没有理由不选择割裂(Rupture)。割喉(Cut Throat)

命中目标后,使其沉默3秒。 这能让你在对付陷入绝境的法师时占据优势,或者当你能用飞刀命中目标时创造进攻机会。后者有风险,前者则能防止法师在意识到自己与潜行者单独共处一室时自焚。 加深对其他职业的了解,熟悉他们的节奏和常用技能循环,能让你判断何时是禁用他们技能的最佳时机,这可能会打乱对手的节奏并助你完成击杀。不过,如果你已经达到这种水平,或许根本就不需要这份指南了。 弱点攻击

在数秒内将敌人的护甲降低约一半。 这是一项曾被削弱到谷底的潜行者技能。不过,由于刺击匕首本身带有少量的固有护甲穿透值,并且你可以学习【穿刺】被动来获得额外的百分比穿透,将此攻击与这些被动技能搭配使用,能显著降低敌人的护甲值。 即便其持续时间较短,但配合你其他的护甲穿透手段,这几乎能让你对对手造成真实伤害。面对一个值得你穿透其护甲的敌人时,是选择穿透护甲还是堆叠更多额外基础攻击力来造成更高伤害,本身就是一场赌博。 就我个人而言,我更倾向于在考虑护甲穿透之前先提升伤害。具体数值未提供,因为它们会随着每次更新而变化。 被动技能 在1级、5级、10级和15级时,你将解锁被动技能槽以装备这些技能。其中一些效果温和,而另一些则能改变游戏玩法。 请注意,伏击、隐匿精通和潜行已在上方列出,因为它们与隐匿技能相关。 匕首精通

匕首物理伤害提高15%。 众所周知,伤害越高越好,而你的武器库几乎全是匕首。 中毒攻击

每次攻击附加4点魔法持续伤害,且可叠加! 更高伤害!还有什么不喜欢的? 这会加剧你本就危险的割裂效果,而且大多数死于潜行者手下的人,往往是死于毒药而非正面刺杀,不过刺杀也确实有帮助。 但这也会在你的匕首上产生明亮的视觉效果,使你在黑暗中更容易被发现。潜行时请务必注意这一点。 Back Attack

背击伤害提升30%。 营造纯粹的潜行者体验。 小怪

蹲伏时按住Shift行走不会发出声音。考虑到蹲伏行走时移动速度极慢,你被人发现潜行的几率比直接跑到他们身后被听到的几率更高,因此我建议采取更直接的跑步方式来获取目标,而不是无声地爬行。如果你想成为一个能悄无声息靠近敌人的“偷袭者”,我非常推荐选择【隐藏】技能而非这个。二段跳

降低你的速度18点(约6%),但会赋予你一次额外跳跃。其用途取决于你的创造力。陷阱与锁具

此前这是两个独立的技能。 该技能让你能够将陷阱以非常醒目且刺眼的红色标记显示出来,即使隔着墙壁也能在约10米范围内看到。 该技能让你能够拆除这些陷阱。有很多你可能没意识到可以拆除的东西,但只要是陷阱,你都能免费拆除。 该技能让你能够打开上锁的物体——门、箱子等——只需执行一个小型快速反应事件。 这个专长对探索地牢的帮助极大,几乎是所有潜行者必点的技能。其他任何职业都需要购买昂贵且数量有限的陷阱拆除工具和开锁器才能做到这一点,而该技能则是免费、无冷却、无任何使用要求的。只有极其富有的盗贼,或是对地下城了如指掌、凭记忆就能知晓所有陷阱的人,才用不上这项技能。 扒窃

以前是个垃圾技能,现在相当不错了。 它能让你从附近敌人身上偷取物品——如果没有【潜行】技能,这极难成功,但还有更棒的! 偷来的物品会藏在你的腰带里。 被碰撞时不会解除【潜行】状态。 这听起来可能没什么大不了,但你的腰带药水亮得像万盏明灯——哪怕只是瞥一眼别人的药水,你都能从四个房间外发现他们。不必担心把药水放在腰带里,这会大幅降低你的可见度,还能让你在紧张情况下无需摆弄背包就能快速切换物品。其他效果比较一般,但如果你玩【潜行】流,偷袭那些毫无防备的玩家可能会很有趣。 【刺击】

使你的匕首忽略20%的护甲值。 对高护甲目标效果不错。 由于突刺匕首本身具有少量护甲穿透值,此效果会进一步提升穿透能力,完全无视对手三分之一的护甲。在对抗特定敌人时,其造成的伤害可能会优于【匕首精通】。

你的队伍所有成员全属性+2。这包括你自己。提升的属性仅在进入地下城后生效。这个效果……还算过得去。对队友来说不是特别有用,因为它的作用范围非常有限,只有6米左右。对你自己而言,它能略微提升所有属性,但幅度不够显著。 武器与装备 潜行者的装备选择非常有限。 他们穿戴布甲和皮甲。 他们使用匕首、短剑和 rapier(细剑)。 他们可以使用手弩射击。 潜行者天生适合双持武器。 请注意,每把武器都有特定的握持手,并且它们不能同时使用。双持的核心在于拥有更多攻击选择,你可以同时装备挥砍类和刺击类武器——刺击可能更难命中,但在狭窄空间中更易用,而挥砍则相反。 不过,手持更多武器也意味着移动速度降低。在构建装备时需仔细考虑这一点——即便匕首很轻,当你需要闪避或追击远程敌人时,那缺失的5%移动速度也会让你明显感觉到。 潜行者使用布甲和皮甲。护甲值是次要的,最重要的是它们提供的属性。对于潜行者而言,敏捷最为重要,其次是力量、敏捷和活力。 rondel dagger

主手武器。 初始匕首,拥有2段刺击连击。 不要因为 rondel 是“初始”匕首就小看它;它可以说是你最好的匕首之一。 刺击比你想象的更好用;没有大范围挥砍,你可以在狭小空间和走廊中攻击,武器几乎不会卡在墙上。不过,刺击也更难命中,而且很难用它们进行多段攻击。 然而,你其他几乎所有武器都有150%伤害提升的连击终结技,配合精准的爆头,是决定胜负的重要因素。 作为一把突刺匕首,它拥有10%的被动护甲穿透加成。 卡斯蒂永匕首

副手匕首 一种先进行两次挥砍,随后接一记强力 overhead stab(过顶刺击)的匕首。 这是速度最慢的匕首——前两次攻击的基础伤害与其他匕首相当,但最后一记刺击有150%的伤害加成。如果能稳定用它进行爆头,威力相当可观。 挥砍攻击的范围非常广,这让你可以同时击中多个敌人,在低能见度情况下也更容易命中目标,但在狭小空间内几乎无法使用。 虽然它并非一把坏武器,但有其他选择时我通常会避开它。 克里斯匕首

主手武器 该武器拥有劈砍-劈砍-刺击-扭转的连招,并具备一项独特特性。 劈砍动作完全正常——只是范围略宽,容易被地形阻挡——但最后一击刺击结束时的扭转会额外造成一次全额伤害,且速度远快于任何单次攻击。这使得短剑可能成为盗贼武器库中每秒伤害最高的武器。 不过,它的攻击距离非常有限。 细剑匕首

副手持匕首 这是一把纯刺击型匕首,拥有快速的三段连击。 它是一把可靠且相当易用的武器。但装备在副手上时,会无法使用十字弩或 lantern(灯笼)。 最后一击刺击有约150%的伤害加成,与卡斯蒂隆刺击相当。 作为一把刺击匕首,它拥有被动 细剑

主手武器。 盗贼可使用的少数非匕首类武器之一。其攻击模式为刺击-挥砍-挥砍-挥砍。 细剑的速度比大多数匕首慢得多,伤害几乎相同,但它拥有盗贼极度缺乏的东西:攻击距离。配合盗贼的双持能力,细剑仅作为一种额外的攻击选择,在需要攻击距离的情况下使用,而当你可以靠近敌人时,副手匕首能提供最大伤害。 由于细剑无法享受匕首的被动加成,其每秒伤害可能低于你的其他武器——不过,细剑非常容易使用,且其第二和第三次攻击均为 overhead 挥砍,因此更容易造成爆头。考虑到用匕首进行爆头的难度,细剑可能仅因其招式组合就表现得更为出色。至少,它的攻击范围让对付普通怪物变得相当轻松,你可以一边后退一边持续对它们进行头部刺击,而不会让它们有反击的机会。对于需要不断侧身闪避的更强怪物,我仍然推荐使用匕首。细剑的伤害会随着连击的每一击而略有提升,每次提升约10%。短剑

副手武器。 盗贼可用的基础伤害最高的武器。 本质上感觉像是一把大型匕首,拥有劈砍-刺击-劈砍的连击。 但它并不被归类为匕首,也无法从匕首被动技能中获益。 很难说这把武器的定位是什么,因为劈砍攻击使其在狭窄空间中更难使用,它并不比匕首更快,射程也没有明显更长。 不过,它确实有一个快速而凶狠的 overhead swing(过顶挥击)。 手弩

Offhand. The hand crossbow is unique in many aspects. It's a one-handed, offhanded ranged weapon featuring a single shot. The shot deals less damage than a stab, but it is fired instantly and it reloads fairly fast - almost fast enough to use between the beats of a fight. Despite its mediocre damage, its existence as an offhand weapon makes it worthwhile and dangerous to complement your main hand, and it is invaluable as your only consistent ranged option, as throwing knives run out very fast. However, it will definitely lose against specialized ranged opponents such as wizards, warlocks and rangers in 1:1 encounters. This is a weapon to complement your damage, not to rely on it. Needless to say, you can Rupture your bolt to deliver one mean poisoned strike. Its range is not fantastical and the bolts have a bit of traveling time - they also fall with distance, so you need to elevate your aim if and account for the arc in the flight if you are aiming for mid-long distance. It is also considerably heavy. ConsumablesAs a rogue, you do not have any way to replenish your health, thus you depend on your items. Healing potions are extremely visible - if you don't plan to take Pickpocket - but you need to take them and sufficient amounts of bandages to use before, during and after the fights. Know that you can hide your potions in the inventory if you are worried about their visibility, and quick-switch on the run when you need to take a swig. Remember that your health is critically low, and aptly equipped delvers can dispatch you in 2 to 3 well-landed hits. Getting into a fight with anything less than 95% of your health is perilous at least. If you run out of healing material, memorizing the location of healing shrines and striding to their location might be your only salvation, or cowering and waiting for the chance to escape as soon as time allows. Campfires are also an excellent choice, if you don't mind the wait. Just try to find a quiet enough corner, or a space with enough visibility so that you may see any incoming threat, for they will certainly notice you immediately. Protection potions will give you away when you use them - but if and when the fight is inevitable and you know you are going to take damage, they are the difference between dying to 2 hits of a barbarian or killing them before they land a third. Throwing knives are your only quick-ranged option, beside a single crossbow bolt, but their damage is abyssmal, and they are more useful to harass or catch wounded targets in the run than for anything else. Rogue Life (And how to keep living) Rogues have very different playstyles depending on whether they are alone, or in a party. Let's start with everybody's favorite. Solo Rogue First rule: Run. Don't think the solo rogue a loot rat that is incapable of a fight. A rogue is only incapable of a fair fight. Go one on one with a fighter in the middle of his Second Wind and you will die. No, sir. You are a rogue. You must stalk, evade, reposition and backstab at your leisure. As a rogue, you have the speed and the abilities to get away from any situation. This is your greatest strength to keep the situation always to your advantage. With your reduced sound, you are less likely to draw the attention of wandering parties, so it should be your call whether you decide to engage them or not. So let's say you WANT to engage them, because stabbing people is fun. First of all, know your opponents: Barbarian: Can 1-hit you, slow af, tanky. Avoid, weaken, harass, outlast. Remember, big guys like big weapons, and big weapons are bad in tight spaces. Fighter: Same as barbarian, but their Dash ability gives them considerable chase potential for a short time. Keep that in mind if you plan a stab-and-go. Cleric: CAN be dangerous, do not underestimate them, abuse them if you have the advantage, run away if you don't. Only engage them if you plan to kill them, as they will heal themselves and their party in any free time they have. Ranger: If they have a melee weapon, they can be formidable. If they are at range, you shouldn't be in the same room as them. Watch out for their traps, and don't stop running if a ranger is on your tail: rangers can track your footsteps so ambushing them at the edge of a corner is not an option. Rotate and go the full way around them. Rogue: Other rogues are just as dangerous to you as you are to them. Every fight with a rogue depends on your equipment, your resources and your ability to consider whether you want them deader than they need you to be. Wizards: A wizard at range is a menace. A wizard in close quarters is dead meat. Warlocks: A warlock is an unpredictable mess of spells, but you can be certain they will have plenty of ranged options, and they will heal a lot from them. The worst thing you can do against a warlock is let them harass you, so either commit to stabbing their eyes out or avoid the fight altogether. Bards: Bards are surprisingly dangerous - if you catch them without buffs they are weaker rogues, but fully buffed bards deal more damage than fighters, are more durable than barbarians and move faster than you. So, don't give them time to buff. Druids: The day I find a competent druid that gives me half a fight, I'll update this. Target priority: Clerics>Ranger>Warlock>Wizard>Rogues>Bard>Druid>Fighter>Barbarian Always leave barbarians and fighters for last. They take the longest to kill. Depriving a party of their healing source allows you to harass them. Depriving a party of their ranger makes you untrackable. Depriving a party of their rogue makes you uncatchable. Success for a rogue relies heavily on opportunism, rather than carving a path through your opponents. It's about turning back to go all the way around your opponents to find their backs when they don't expect it. It's about activating everything you can do your advantage. One of your most conspicuous abilities is your Item Interact Speed. A cleric can take several seconds to pull a lever. You do it in 1. A fighter takes about 3 to open a door. YOU DO IT IN 1. This small advantage gives you the ability to block the path behind, scurry between mobs, skeletons and zombies and just find another path to engage your targets. You are hard to pin down, other classes don't have the same luxury and risk getting stuck in the level geometry or mobs if they try to mindlessly pursue you. Memorize traps, memorize spawn locations, lure Wraiths, use everything you must to your advantage, because a rogue has both the speed and the means to leap from around a corner and kill an entire party before they realized they were under attack. Sound is your greatest ally and worst enemy; information is the name of your game, and improvization is only what you must rely on when everything else fails. Remember, an open door is both an escape route, and an invitation for unannounced guests. Party RogueIn a party, you serve a role similar as that of the ranger. You are eyes and ears, you are a wayfinder and a scout. You shouldn't stick too close to your teammates, instead, use your speed to always keep an eye on neighboring rooms and keep them informed of danger nearby. Your friends do not have your speed, generally. Anything but rangers will be left behind if you stride, so you must always keep an eye on where they are and how long will you take to reach them. If a fight breaks loose, they may not have the luxury of running away, so positioning along your frontliners - with due mind of their weapons, as to not take friendly fire - and swarming opponents whenever you are given the chance to deal any amount of damage is your modus operandi. It is risky, but all head-on fights are. In these fights, you have to decide quickly whether you are a help or a liabiltiy to your frontline, and whether you are more useful trying to get a stab in their frontline, or rushing through to pursue their backline support, healer clerics, rangers and wizards. Given the chance, sinking a dagger in the squishy targets is usually the best choice. On The Undead and How to Deal With ThemSkeletons and zombies can be a nuisance for an ungeared rogue, but they are nothing you can't handle without taking damage. Liberal use of abilities like Rupture will dispatch skeletons quickly, and your general speed will allow you to land combos of 2,3 and 4 attacks against different enemies before they have had the chance to recover and land swing again. Mummies are incredibly slow and they have a comically small attack range, however, they do hit like a truck so avoid getting unnecessary slaps. Most skeletons are easy to deal with, but if you are used to other classes killing them in 2 and 3 strikes, boy you have to get used to the rogue life. Until you have a good weapon, you might have to land more than 10 stabs in a single skeleton to get rid of it. So patience, and always get any green+ from the market if you have the money to spare for a good start. Be wary of two-hander skeletons; their attack is faster than it looks and they can take half your healh away in a single slash. Skeleton knights are a solid no for you alone. If you have empty space, by all means, use it and punish the skeletons as they are busy in their 3 attack combo, but otherwise they can spell doom for you. Wraiths can be sidestepped, so, again, fight them in any space where you can make liberal use of your speed. Mimics are a least concern for the most part, but their attack pattern is erratic, so do not try to land more than one strike every time they attack. Dragonflies are the bane of existence. Poison a throwing knife or avoid the fight. Trust me. Skeleton heads present little challenge, as they are easily dodged and easily dispatched in 2 stabs with a half-decent weapon. Skeleton wizards and archers: Incredibly annoying, surprisingly dangerous. These ranged undead move at their prefered distance before attacking, so pull yourself back until they are face first against the nearest corner. Wait for them to attack (skeleton archers sometimes fire 2 arrows in quick sequence, so try to not eat the second arrow), lean out the corner, stab, hide again, repeat to your satisfaction. Closing Words It was a blast to write this guide, and it was once again a delight to update it, and I hope you find it even remotely useful, to either play as a rogue, along or against them. There's still a lot of uncertain data and things I have yet to test, as the numbers and systems have changed since when I originally took the measures during the Playtest 3, so kindly point out any kind of errata and I'll promptly correct it. Happy Delving, dungeoneers, and don't take your hands off the keyboard when you are opening a chest!