![]() This is not the same as finding a map that scouts a lot of rooms. A Crit scout is(to my knowledge) a scout that scouts 2 rooms(+corridors). Pretty sure that's not actually listed on the wiki, though it may be on the discussion page. I was watching FilthyRobot, and apparently if you equip a junk trinket item on the character you put in the gambling hall, that is the first trinket selected if you get the result of losing one player trinket. Honestly, there's still so much I'm learning about the game. ![]() I've had scouts that reveal secret rooms, scouts that only cover the length of a corridor and a room, and scouts that cover 2 or more corridor + rooms. Originally posted by A New Player: I'm going to have to admit I still really don't know how to tell a crit scout from a regular scout, except by the reveal of a secret room. ![]() I'm not entirely sure what the formula and such is. A higher scout chance will help with crit scouts though. Having a 100% chance to scout means you will scout everytime, but not crit scout. Did you get a crit scout? Crit scouts will only gurantee a room scout, normal scouts will never give you one. There might also have been a Weald Scrounger in there, but I'm again unsure if that bonus stacks or not with Explorer. ![]() IN other cases, it was a result of purely independent bonuses via the Ancestor's Map, Explorer, a Seer Stone, a Survival Guide, and the CC trinket Evidence of Corruption. I will note that some of the times those scouting chances resulted from "duplicate" bonuses: for example, two different heroes having 'Weald Explorer,' or using the Hound Master's camp skill twice, that sort of thing. I've heard that Long Dungeons at any level (apprentice, veteran, champion) are coded to always have / spawn a secret room, but I've entered long dungeons in the apprentice level with base 70+ (?) and - post camp - 100+percent scouting chances, where I never encountered a secret room, which has been really strange. ![]()
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