Dungeon 10 Turn 7
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Lara changes targets to the burned drider near the archives, getting hit again by the spider on the way. She takes no damage from the drider, and deals a heavy amount of damage to it in turn. However, although her hood does partially negate its poison resistance, it doesn’t completely erase it. The drider narrowly survives.
What a disgusting monster.
Ricki flees the fight with the other drider, taking no damage as it misses its attack. She then spends another set of thieves’ tools to open the nearby locked chest, finding an elaborate helmet inside. It looks like an arachnomancer artifact.
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ARACHNOMANCER HELM
Accessory
Def +2 against spiders. Spider pets have +1 Atk.
Weight 1, Cost 18
Now: Lara keep attacking drider by archives. If allowed, go agitate the Giant Spider below to get your Poison Resistance up first. (She probably takes 3 hp worth of damage here, leaving her with 6hp)
Ricki loot unlocked chest by drider. If necessary, drop the torch and a thieves’ tools. Then end your turn on the floor below the Drider again, so that next turn you can scamper up to the archives in perfect safety.
Next:
T9: Ricki point out trap/thing on floor for Lara, Lara interact with archives.
Still sad we dont get the Skelly Chest. Hat can probably be sold since it will only be useful when we’re burning corruption which will be very rare.
It’s really hard to hit the 20gp threshold for silver Accessory Essence rings. The Dawn Mitre, Full Helmet, and Rotfang Cobra Hood are the only ones to pass 20.
+2 Spider defense for 1 inventory slot is useful in this dungeon. Agreed that 9gp is probably more useful.
Add in Ricki equipping the hat, because it gives a little extra defense and why not?
Said defence probably helps against the drider as well, so yea, let’s.
That makes sense, the drider having poison resistance. Assuming it also has Poison Resistance III, the Hood would halve +6 to +3, which at least isn’t more than the +3 poison damage Lara adds from enchantment plus proficiency plus robes. If it has less, then still a net win, not that it’d be easy to overcome the raw siege sword attack boost.
Interesting, the blind drider doesn’t have other senses to compensate and likely has the same 50% miss chance. I don’t see a difference in the sprites, so I presume the other drider isn’t blind as it hasn’t shown signs of missing.
My guess is that Driders are connected in to the goddess and can ‘see’ as long as there are spider eyes nearby for her to borrow.
I don’t know about that, spiders don’t have Dungeon Eyes (D6T26). The one Lara is fighting is separated from that nearby spider by a floor, and the one by Ricki has the tiny spider in the same room which doesn’t help it.
I think the drider Lara is fighting can see on its own. I agree that the other one was functionally able to see with the wolf spider nearby.
… It could be seeing out of Lara’s eyes…
Ricki: Put on the Arachnomancer Helm if it can be done freely. Then loot the unlocked chest by the Drider, dropping your Torch and Thieves Tools (in that order of priority) if necessary to pick up whatever’s inside. If possible, end turn on the floor below the Drider.
Lara: Attack the Drider again. If the Drider drops anything, drop your spider poison glands and pick it up.
Ricki’s Actions: If she can equip the Arachnomancer Helm for free, she might as well since she doesn’t have a headpiece right now and it’ll give her a little extra defense for safety- that being said, it’s pretty much optional at this point. We want whatever’s in the chest, and if it’s a larger item then we want to get rid of our less expensive stuff first. (If it’s a set of Arachnomancer plate armor or something, then ditching the Lens might be necessary as well- but I think that’s unlikely.) Finally, she ends her turn on the floor below the Drider to get as clean a shot to the archives as possible.
Lara’s Actions: We gotta kill that Drider anyways. It can’t hurt Lara since it didn’t miss its attack this turn, so there’s not really a good reason to mess around with the spider on the floor below to get extra defense. If the Drider drops anything then the spider glands are the least valuable thing she could drop. (She might need a free inventory space to grab whatever she’s after, too, in which case we might need to drop something else or juggle inventories a little bit next turn.)
Make the dropping conditional? “If the Drider drops loot, drop your glands to pick it up”?
And we could do the same next turn.
Fair enough, I’ll edit it in.
It can definitely hurt Lara. She had +9 def this round from starting the round in combat with the Spiders down below (5-6+7 atk vs her 4+9 def). It’ll do about 3hp worth of damage to her without her poison defense up (and as far as we’ve seen, they don’t do poison damage).
That being said, 3 hp worth of damage isn’t super significant at this point. If she can go provoke the spider into attacking her without losing her attack on the spider, that’s good.
Otherwise, excellent plan.