Kamau smashes one of the skeletons, while Ricki returns and tries out her new hat. She conjures a ball of light and fires it at one of the bats, knocking it out of the air.
This and Ricki also should move to the other side of the room in case skellies from the right decide to take a walk. Though their combined damage probably isn’t enough to penetrate her 4 armor, I’m not sure about skeledog’s stats and abilities, so it’s best to avoid unnecessary risk while we can.
“after this” fight, before going anywhere else. – Loosing 4 (!) HP triggers Dauntless, but if Kamau gets at -1 HP, Dauntless does not help and we have no Resurrection spell/scroll/artifact/…
If I’m not mistaken, Kamau’s def is 4 right now with the leather armor. I don’t see how the 4 skeletons in the courtyard can do any damage to him. Or for the sake of argument, let’s say the dog does 2 damage – that’s still just 1 point after subtracting def. And since we’re guaranteed to take out at least one skeleton in the first turn of combat, Kamau should be safe for the rest of the fight – unless of course more skeletons appear in the middle of it, but we can deal with that then if it happens.
So I don’t see a pressing need to use that healing potion right now. Maybe after we’re done in the courtyard, before we go fight the ash skeletons, since we don’t know what their stats and abilities might be.
Agreed, assuming the stat differential between skeleton/bone dog and drunk/stray dog is the same, the bone dogs are just weaker versions of skeletons (except when frenzied). I think the leather is fine, and we can always give Kamau the buckler if we need to for the first turn.
Could by any chance Ricky also enter the fray, and additionally bang them with a holy-ball, risking nothing? The best would be MtG “At the end of turn, tap to deal 1 holy dmg to target creature” 🙂
I mean, Kamau goes forward and aggoes them, Ricky stays behind and intentionally lags, just to shoots from afar in the last moment, after they finished melee’ing each other? Probably we don’t have such mechanics, but just maaaybe?
One or two could go after Ricky for some reason (i.e. the dog), but even two of them, even 2dmgdog + 1skeleton, shouldn’t punch through her def, and I highly doubt that any of them go for Ricky if Kamau “charges in” and takes out i.e. the dog, leaving 4 skeletons probably focused on Kamau (minus any skeletons Ricky kills with holy dmg), or at worst, divided between Kamau and Ricky, and even Ricky has 4 def at the moment.
Combat works simultaneously so we can’t “order” attacks like you suggest, but you touch on a great idea with your second, we don’t have to make Kamau tank everything, Ricki has 3 def herself. We don’t have 6 def, we have 9 def. We should absolutely be trying to divide enemies here (and from now on) if it would save 25 or 50% of Kamau’s remaining hitpoints.
In the first few turns of Dungeon 2, enemies did seem to split reasonably when both entered combat. I would have liked to experiment with that more in this dungeon with Ricki’s increased defense, but the turret and traps used up our mistake budget for Remorse.
Yeah, we should use the potion while we’re backtracking to the ashen skeletons. No immediate need, but we need inventory space and this time we may actually use the extra HP.
One important note: Bats have a 30% dodge chance, so it’s not unlikely that we’ll have a bat left over next turn, which is another 1 potential damage. I think Kamau should wear the armour for the turn of going outside, especially since more skeletons could pop up and the dog might deal 2 damage on its own.
Masokaso
2 years ago
if somebody climbs onto the chandelier and then the lever is pulled, that would then ferry them up to that rat and hole. That would be a cool thing to do~
I feel like this would be more of a “victory lap” goal at the moment. It would be a great way to use the holy water, Ricki with a holy water sword is swinging for 5 damage which is on par with Kamau.
At the very least, we should figure out what green rats are like. There’s some behind the broken door which Ricki could pull out with a ranged attack while Kamau checks how tough they are and what nasty attack effects they apply.
I’m also wary of trapped chests now that we’ve established those exist.
Kamau: kill last skeleton
Ricki: holy bolt on bat
This and Ricki also should move to the other side of the room in case skellies from the right decide to take a walk. Though their combined damage probably isn’t enough to penetrate her 4 armor, I’m not sure about skeledog’s stats and abilities, so it’s best to avoid unnecessary risk while we can.
We can either plan to clear the outside next (which means staying on this side for the moment, or plan to go up and deal with black skellies.
Im concerned that we’re going to lose Kamau’s armored before we deal with e next sunhead. He should really drink his potion after this
“after this” fight, before going anywhere else. – Loosing 4 (!) HP triggers Dauntless, but if Kamau gets at -1 HP, Dauntless does not help and we have no Resurrection spell/scroll/artifact/…
If I’m not mistaken, Kamau’s def is 4 right now with the leather armor. I don’t see how the 4 skeletons in the courtyard can do any damage to him. Or for the sake of argument, let’s say the dog does 2 damage – that’s still just 1 point after subtracting def. And since we’re guaranteed to take out at least one skeleton in the first turn of combat, Kamau should be safe for the rest of the fight – unless of course more skeletons appear in the middle of it, but we can deal with that then if it happens.
So I don’t see a pressing need to use that healing potion right now. Maybe after we’re done in the courtyard, before we go fight the ash skeletons, since we don’t know what their stats and abilities might be.
Agreed, assuming the stat differential between skeleton/bone dog and drunk/stray dog is the same, the bone dogs are just weaker versions of skeletons (except when frenzied). I think the leather is fine, and we can always give Kamau the buckler if we need to for the first turn.
Could by any chance Ricky also enter the fray, and additionally bang them with a holy-ball, risking nothing? The best would be MtG “At the end of turn, tap to deal 1 holy dmg to target creature” 🙂
I mean, Kamau goes forward and aggoes them, Ricky stays behind and intentionally lags, just to shoots from afar in the last moment, after they finished melee’ing each other? Probably we don’t have such mechanics, but just maaaybe?
One or two could go after Ricky for some reason (i.e. the dog), but even two of them, even 2dmgdog + 1skeleton, shouldn’t punch through her def, and I highly doubt that any of them go for Ricky if Kamau “charges in” and takes out i.e. the dog, leaving 4 skeletons probably focused on Kamau (minus any skeletons Ricky kills with holy dmg), or at worst, divided between Kamau and Ricky, and even Ricky has 4 def at the moment.
Combat works simultaneously so we can’t “order” attacks like you suggest, but you touch on a great idea with your second, we don’t have to make Kamau tank everything, Ricki has 3 def herself. We don’t have 6 def, we have 9 def. We should absolutely be trying to divide enemies here (and from now on) if it would save 25 or 50% of Kamau’s remaining hitpoints.
In the first few turns of Dungeon 2, enemies did seem to split reasonably when both entered combat. I would have liked to experiment with that more in this dungeon with Ricki’s increased defense, but the turret and traps used up our mistake budget for Remorse.
Yeah, we should use the potion while we’re backtracking to the ashen skeletons. No immediate need, but we need inventory space and this time we may actually use the extra HP.
One important note: Bats have a 30% dodge chance, so it’s not unlikely that we’ll have a bat left over next turn, which is another 1 potential damage. I think Kamau should wear the armour for the turn of going outside, especially since more skeletons could pop up and the dog might deal 2 damage on its own.
if somebody climbs onto the chandelier and then the lever is pulled, that would then ferry them up to that rat and hole. That would be a cool thing to do~
It would be, and those three chests at the other end of the hole are very tempting. We could really use some more healing potions.
The only worry is that only Ricki can go through the hole, and we have no idea how tough the green dire rat is.
If she takes just 2 more points of damage, Kamau quits the dungeon.
Ricki can kill that visible rat for free from range now and see how many hits it will take to kill a dire rat with the hat
Won’t work. Dire rats have 1 defense and the free ranged attack deals 1 damage, so she can’t hurt it at range.
I feel like this would be more of a “victory lap” goal at the moment. It would be a great way to use the holy water, Ricki with a holy water sword is swinging for 5 damage which is on par with Kamau.
At the very least, we should figure out what green rats are like. There’s some behind the broken door which Ricki could pull out with a ranged attack while Kamau checks how tough they are and what nasty attack effects they apply.
I’m also wary of trapped chests now that we’ve established those exist.