STARTING - "Tenderfoot" - Your first steps into the world of Dungeon Scouting are cautious ones. Passive - +5 to , +1 to Activated skill: Light Steps buff 15 turns, +20 and ability to cross traps without setting them off. Cooldown 60 turns. 2. "Be Prepared" - An experienced Dungeon Scout is always prepared for peril and vigilant against danger. You're not very experienced yet, though, so you can only manage to be prepared some of the time. Passive - +1 to , +1 to , +2 to Activated skill - "Be Prepared" brittle defensive buff, expires after taking 5 hits. Gives +2 , +10 . Cooldown 30 turns. 3. "First Aid" - All Dungeon Scouts learn the basics of treating scrapes and bruises. Activated skill - "First Aid", heals 10 , gives +10 for 15 turns. Cooldown 25 turns. 4. "Live Off the Land" - Dungeon Scouts know how to trap creatures for food, far away from civilized society or vending machines. Passive - +2 , +5 , +1 Passive ability - Butcher (as per BGH) 5. "Merit Badge for Masochism" - Your pursuit of Dungeon Scout excellence has given you many things - but mostly pain. Poisonous plants, diggle flu, painful thorns and those campfire incidents have all left their marks on you. Passive - +3 , +3 , +3 , +3 It needs a bit of work, probably another rank and some other stuff, but I figured I would pitch it to you guys and see if you had any ideas.