Scouting has a chance of occurring whenever a new room is entered or certain curios are activated, making nearby unexplored areas less risky to traverse. A high scouting chance can also cause parts of the map to be already scouted at the start of an expedition.
When scouting is triggered, nearby rooms and corridors on the dungeon map will be revealed, showing their contents. Depending on the successfulness of the scouting, one or two (in case of critical scouting success) nearby corridors may be scouted. Scouting will always depart from the current position towards unexplored directions. Scouting is also the only way of revealing secret rooms, which can be revealed only during critical scouting success.
By scouting ahead, it is possible to reveal incoming dangers in advance, giving the player a chance to reroute to avoid unnecessary risks or save on torches by skipping empty rooms and corridors. Scouted traps are an easy source of stress heal for heroes with good disarm chance and scouted battles will prevent the party from being surprised.
- The base scouting chance is always 25% upon entering a room for every party. The effective scouting chance is calculated by adding all scouting modifiers listed below to the base scouting chance of 25%.
- Light is also an important factor in determining whether a scouting event will occur, with brighter light giving substantial increases to the scouting chance, at radiant light (>75% Torch) the scouting chance is increased by 15% compared to "Black as Pitch" at 0% for example.
- To save on torches or if the player wants to maintain a lower light level, it is advisable to raise the light level just before entering a room.
- If your combined scouting chance is no more than 100%, then the chance of scouting two hallways ahead (critical scout) is always 50% if a scout procs.
- If your combined scouting chance is more than 100% (practically capped at 200%), then you will always scout and the chance of a critical scout is half of your scouting chance.
- Achieving a critical when Scouting is the only way to find a Secret Room.
Camping Skills that Affect Scouting Chance
Camping skills modify the group's chance of successfully scouting when entering a room. The "Self Only" limitation means the bonus is dependent on that character's survival; if that character dies, that bonus to Scouting is lost.
||2||Self Only||+20% Scouting chance (4 Battles)|
|Release the Hounds
||4||Self Only||+30% Scouting chance (4 Battles)|
||3||Self Only||+25% Scouting chance (4 Battles)|
Trinkets that Affect Scouting Chance
- Generic Trinkets
|Trinket Image||Trinket Name||Rarity||Origin Dungeon||Effect||Additional Notes|
||Can only be dropped by a Shambler or Shuffling Horror.
||Possible quest reward for Shrieker's Prize.
- Class Trinkets
|Trinket Image||Trinket Name||Rarity||Class Restriction||Origin Dungeon||Effect||Additional Notes|
|Camper's Helmet||Uncommon||Bounty Hunter||
|Raider's Talisman||Very Rare||Grave Robber||Warrens||
||With above 75 light, the Scouting bonus is +15%, while below 51 has no bonus (thus the scouting bonus is a net +5% compared to high light).
|Evidence of Corruption||Crimson Court||Houndmaster||