Cordy finished a dungeon! They can gain one new ability from this list:
Bud: If not accompanied by another pet, start the dungeon with a Little Mushroom.
Hazard Spores: If HP is reduced by an attack, releases spores that deal 1 unblockable area poison damage to enemies. If one or more organic creatures are killed by this damage, a new Little Mushroom is created.
Loyal Minions: When attacked lethally can make a pet the target of the attack instead. Smaller Mushrooms will be chosen first.
Mushroom Master II: Can have 3 additional pets, but can only have Mushrooms as pets.
Regrowth: If killed, is replaced by a Little Mushroom.
Rot: Can bypass poison immunity.
Spore Bomb: Can sacrifice an owned or nearby Mushroom pet to make a ranged area attack that deals poison damage equal to the pet’s remaining HP.
Spore Touch II: Can sacrifice 1 HP when attacking to deal +1-3 poison damage.
Rot
Mushroom Master II
100%
Eyes on the Prize. We are using Cordy for gold generation, the sooner we max out Mushroom Master the more permanent gold gain per dungeon we gain. You always start with econ first in games.
It also adds dmg to Cordy and % chance he isn’t targeted.
More Mushies is both Economy, Attack, and Defence in one upgrade.
How can we not take it?
Rot
This shores up Cordy’s one weakness — undead.
Is that ability inheritable to his mushies, I wonder?
Probably not, but also Mushies only do poison damage on death, so it’s not a huge loss there. It should apply to Spore Bomb in the future, though, so he can just throw the Mushies at them instead.
Hm. I don’t think just spore touch is that much of a reason to take rot. Even in the undead place there are going to rats, spiders and bats.
And LSN confirmed Rot doesn’t apply to mushies. So, even considering we take him to the tomb, nah.
Let’s first go ahead and make sure Cordy won’t die, there are two great options
Yeah, LSN confimed Loyal Minions blocks off all fatal damage with one mushy per turn. Sounds awesome really.
Does it block all damage or just the last hit
Like if 3 monsters deal 5 each, And cordy gets killed from 12 damage
LoneStarNorth—Today at 2:06 PMit blocks all attacks
same as how your characters don’t automatically change targets if they make overkill attacks
Cordy can heal if Loyal Minions keeps them alive, and lets us continue to roll on through the dungeon. I can’t imagine ever not having mushies for this to work with… But if we lose Cordy outright and things REALLY didn’t go our way, I just really like the idea of still having Cordy back at home.
Loyal Minions.
LSN clarified that it blocks ALL damage in a turn when Cordy would be reduced to 0. That’s just great.
Yeah – given how easy it is for Cordy to maintain an army, this is basically Immortality.
It would also make them a significantly better tank any time we don’t have Kamau around. The question is how often we plan to do that in the future.
Also worth pointing that Hazard Spores is party-aware. Given that the combination of those two abilities deals a minimum of 9-12 unblockable damage per dungeon, with the spawns from each death potentially adding an extra mushroom and extending the number of times it can trigger, there are scenarios where Cordy could wipe out entire armies if we don’t have to worry about Remorse.
it’s like Dauntless. Nice to have peace of mind but we will NEVER make a plan centered around it. Not to mention we are trying to not be hit with “kills a character” attacks in the first place.
We can’t afford wasting upgrade points on abilities that won’t actually do anything.
This isn’t true. It’s quite easy to guarantee Cordy would die if he took any damage- by say keeping him at one health and letting him fight a group alone. As long as any damsge he receives would be fatal, he is able to redirect all damage onto one mushroom. We could have him fight an entirely separate group while the rest move onto fight a group with Kamau interposing.
and can he Loyal Minions his way out of self inflicted dmg?
it works great as long as we can ensure that enemies will actually die so we can replenish mushrooms. I doubt our ability to do it given each dungeon having new monsters stats of which we don’t know.
This is a plan to kill Cordy. Nice safeguard to have. very risky if we want to use it offensivelly.
Could we stockpile 10+ mushrooms before we loose him? pls?
How is it risky? As long as we have mushrooms, at most one a turn can die unless we decide to be dumb. It’s very easy to insure Cordy can’t die with this ability.
For future reference: Loyal Minions only guards against lethal attacks. Traps could still kill Cordy, and you speak as if we haven’t decided to be dumb before.
A moment of silence to the sheer fathomless depths of how utterly and irredeemably terrible Spore Touch II is.
+1 damage only when highrolling and using an ability that has an HP cost. After a list of awesome stuff like redirecting lethal attacks to pets or additional pet slots.
I only don’t upvote to not confuse LSN, but yeah, fully agree.
In defence of Spore Touch:
Spore Touch I: Can sacrifice 1 HP when attacking to deal +1-2 poison damage.
Spore Bomb: Can sacrifice an owned or nearby Mushroom pet to make a ranged area attack that deals poison damage equal to the pet’s remaining HP.
combined with:
Infestation: After killing an organic creature with poison damage, a Little Mushroom pet is created from that enemy’s remains. The pet can be kept or assigned to an ally who has no pet.
it’s not +1-2 dmg on a single hit. It’s +1/2 dmg to AOE where for each kill we get a Mushroom. Spore Bomb dmg can be blocked so increasing it is really important.
With lv 1 (and Spore Bomb) we are looking at 3-4 Poison dmg that can be blocked for price of 1hp AND 1 unblockable poison dmg from mushie dying. that’s totall of 4-5 poison dmg if we disregard defence.
also will reduce chance of only getting +1 dmg from 50% to 33%. matters if we are attacking a group with 5 HP+Def.
Leveling up Poison Touch would bring it up to 4-6 but with multitarget and i think each hit is rolled separatly? so it increases range of enemies we can get some kills with it against.
AOE mushroom generation.
If we had this during farm (+Bud skill for starting mushroom) Turn 0 Cordy would be able to nuke all Chikens and Turn 1 we would be able to outfit entire party with Mushies. It was 8 Chikens that would have become Mushies. 5 for max upgraded Cordy and 1 for each party member.
THIS is the end game Cordy build.
Could be that, but I’d check with LSN
Note from the stream: that doesn’t work
I’m talking about the Spore Touch II upgrade.
Baseline Spore Touch I itself is fine but the upgrade only adds 0.5 damage on average and zero guaranteed.
-snip- (moved to newer post)