Ricki gained the Dodgy I ability!
Kamau gained the Heavy Strike I ability!
Kamau’s bond remains static due to Amadeusz’ presence.
Macadamia gained the Ringsmifing III ability!
Macadamia’s bond remains static due to Amadeusz’ presence.
Amadeusz gained the Musical II ability!
Amadeusz’ bond level increased!
Phoenix grew from a Baby Chick to a Laying Hen!
Toaster was recruited as a pet!
The Library has been built. Storage increases by 5 and new projects can now be built.
Pet Food has been built. Pets will enter the dungeon with 1 bonus HP.
11 Gold Coins were earned through Labour.
All expended HP and abilities are restored.
Intermission 11 will begin after a week’s break!
The legend of Phoenix waxes stronger
We should max out Amadeusz’s bond as a priority. Bring him to every dungeon.
And if we bring people whose bond already can’t increase more it’s not a problem
OPINIONS NEEDED FOR NEXT DUNGEON
We are clearly going to the Poisoned Well next (Since it disappears if we don’t take it next).
We expect to encounter a lot of Poison resistant enemies, Undead, rats, Underwater combat/damage and No light to speak of. Given this our party line up is looking like:
Ricki, Lara, Lhok (for healing and bond) and…. Definitely no Kamau due to Remorse
We have options for our fourth so please vote below on your preference.
I have broken down the Pros and Cons of each option.
Once we’ve got a clear picture of who we are bringing, it will make the Buying/selling part easier to plan for.
Cyx
Pros:
Bond
Immune to Poison
Decent Enc
Cons:
Unsure how bows function underwater
Limited damage (Rings of atk no work on ranged)
Just as the Tomb was Botanya’s dungeon, the well is Coccyx’s dungeon.
Can also skip indead encounters and doesn’t need to breath
I’m against bringing coccyx anywhere, including the poison well.
We will need to focus bond on selected characters and he is just not good enough to be worth that longterm investment.
So I see no reason to bring him now – this being ‘his dungeon’ is imo not good enough (esp. since could have gone to the poison well before ever encountering him).
Mac
Pros:
Bond
Smif more Rings
Small for Holes
Cons:
Limited Enc
Low HP
I know people are salty about losing our on bond with him this dungeon but I think Mac is a terrible fit for it.
If we took dig this level, maybe – as he’d help alter the landscape of the dungeon but as is…
We can save the ring smiffing for wizard tower.
Why not both? With gold rings and sun god items Mac isn’t that bad
That’s fair, but the low hit points is concerning. I could maybe accept the Lohk, cocyx, Mac team below – but I like having lara as the safety play for a dungeon that’s very well suited for her.
Ring Smiffing is good (and we definitely want it for 2 dungeons) and bringing him to this dungeon AND next one should put bond to cap.
But the real winner here is that Mac, is not only small (so Lara can carry him, and he can enter holes), he’s also fast with 2 movement (which is something that gets underestimated a lot). 3 Gold Rings are probably going to be really useful in raw stats in this dungeon, but with him, and Lohk on Lara, we can have the whole party moving around very fast, and go past obstacles as a group.
Botania
Pros:
Bond
Decent Enc
Anti-undead Plants
Cons:
Pets cant see in Dark
No Attack by herself
also Pro: Debuffs enemies by just being there
Cordy
On the assumption that Lara is using Hood
Pros:
Decent HP and Enc
Increase Labor
Cons:
Mushy Death AOE is poison
Mushy Spawn is based on poison dmg
Takes time to build up Mushrooms.
I… Wouldn’t be MAD at Cordy, cause I’m curious to see how he’d fare with just spamming shrooms. Having said that, it would be a bummer to lose out on two bond slots as opposed Ru only one.
AoE of the shroom’s death is poison damage. We are going to a place that is supposed to be filled with monsters that live in the damn poison. Cordy himself is not resistant or immune to poison.
What is the big advantage of Cordy over Cyx? If we are looking at increasing labor, we are not bringing all the bigger shrooms into the dungeon, we are gonna make the tiny ones there.
Amadeuz
Pros:
Decent HP, Enc and Dmg
Cons:
No Bond Lhok
Alternatively, we can skip the poisoned well. LSN has repeatedly said he’s not willing to run this comic for 10+years, he’s thinking more 3-5. We’re already past year 2. It’s not a matter of “either get the poisoned well, AND all other dungeons LSN has planned/will plan, or miss out on poisoned well”, it’s a matter of “either get the poisoned well, or get one other dungeon of our choice.”
No, that’s not how it works. If we skip it, the campaign just ends earlier, is all. Or we get a penalty dungeon for skipping it, at worst
I’m pretty sure LSN will add/reduce the number of dungeons based on both what we do, and how long he wants this to last. If we’re in year 6 and we haven’t hit the emperor yet, I think he’ll probably stop giving us side-quests and make it main line only, or reduce time allotted per dungeon (penalties at turn 30 instead of 40-50), or both.
You are aware that the time we spend in dungeons has been the smaller fraction of runtime lately, yes? LSN does two dungeon turns a day. Reducing twenty turns is 10 days of reduction. Intermissions are growing longer and longer, however, as manor rooms get renovated, more characters pop up and get bonded, story beats happen, etc.
That is a point. I guess we could stop bonding people to keep things rolling. Personally I would prefer to keep going with the bonding, and instead miss out on random filler dungeons.
Saving a village is random filler for you?
It’s been mentioned that it will become unavailable one way or another – could be guard fixes it first, could be it becomes unlivable.
Bring:
Amadeuz, we level up his bond
Lara, her Bond is maxed so we don’t loose anything, and we get to see her capstone skill
Cordy, has no Bond to begin with, so nothing is lost due to Amadeuz, and we get more economy mushrooms (there is still time!!! finall moments for them to be usefull before game ends)
this team optimizes Bonds levels (or rather minimalizes waste due to Amadeuz) while still giving us a solid team that will crush Poison Well.
We would be limited in healing options with this loadout. Still possible, but will bring its own challenges
I’m fine with bringing 1 or 2 Ectoplasm potions if this is a concern.
Mushrooms can be consumed for hp, so it’s not THAT bad.
Except if we fully bond Ama, we don’t get to bond most of the other characters. I’d at least wait to see if living room helps with that
Isn’t the Poison Well supposed to be aimed towards small characters? I remember reading something about this some time ago.
Oh I forgot about this! I originally said Coccyx, Lara, Ama. But now I think it should be Coccyx, Lohk, Lara. We need at least one other person for small spaces, and I think we should have Mac, Kamau, and Coccyx for Arcane Tower.
Bringing Cordy who gains no Bond gives us the same result as if we bring a character who needs Bond, since they either don’t gain Bond because they don’t go to the dungeon or don’t gain Bond because they’re with Ama. Swap Cordy with Coccyx and you have a deal from me.
Any dungeon we bring Cordy to allows us to get 3-6 extra free pets. Nice free labor. Also disposable pets seem wise if we’re going somewhere with DoT. Would hate to have all the pets we bring keel over
An added con is that Amad probably can’t see in the dark either so attacks are limited
Amadeusz is confirmed to not see in the dark. Wolf, however, can.
My dream team is Mac, Lohk, Coccyx. It might be weaker than other compositions, but geting 3 bond points and revealing Coccyx levelups is more important than looting all the loot
Mac gets to 5 atk 7 def with just 2 sun items and 2 gold rings he smiffs on site, making him a passable second fighter.
Lohk can compensate any health loss with 2HP mend, and nuke bosses with venom barrage
Coccyx can skip undead encounters, walk underwater, and shoot 6 dmg arrows at mindless enemies from the backline
As much as I want to see max lara skills, i would be down with this also.
Would Venom Barrage be useful against Poison enemies, though?
As much as I dislike it, with this specific party composition she can be the one using the hood.
My vote is Lohk, Coccyx, and Lara for Poisoned Well and Kamau, Mac, and Coccyx for Arcane Tower.
Reasons, which make sense if you consider them in order:
1. No Ama for either because Bond.
2. No Cordy for either because they’re pseudo-immortal already, get no Bond, and are a bonus character.
3. No Botanya for Arcane Tower due to possible fire attacks (Ko-Fi hints that new character can control fire do it’s safe to assume other entities can, too).
4. Kamau for Arcane Tower because it is dangerous and he didn’t get his Bond this past dungeon.
5. Mac for Arcane Tower for loot and ringsmifing purposes, plus he also missed his Bond.
6. Lohk for Poisoned Well because we need another character besides Ricki for small spaces.
7. Coccyx and Lara for Poisoned Well because they’re practically made for it.
8. No Botanya for Poisoned Well because Coccyx, Lara, and Lohk are better options for it, leaving no space for her.
9. Coccyx for Arcane Tower through process of elimination, and for ranged attacks countering potential ranged magic.
I think this is my preferred party right now.
Also nice that Phoenix’s mystery is solved: She’s a bit of extra free labor. Which is honestly pretty nice, since we can generally only bring up to 4 pets in any given dungeon and we have a good selection already.
I’ve completely lost track of this game. Another win, that’s good.
Dungeon 11 wrap-up stream notes:
– Guards by entrance – actually the left one had holy water, moved to the one we Cased so the ability would be more interesting.
– Two potions of healing and one of shield
– Lever opened the middle door in the prison
– Note says that they were tired of clearing skeletons so they barricaded and hoped nothing important got in there
– Ceiling mark was the Smasher trap triggered by the pressure plate which causes damage and temporarily blocks the corridor
– Dining room: rats come back, but destroying tables as an action stops spawning. Bombing the pillar drops the chandelier permanently and wrecks the tables.
– Puzzle chest: All four tables with blood rats. Spawn is every 5 turns with 25% chance of blood (else Dire) so this is slow and luck. The Rat Hat: Rats fight on your side in battles (won’t follow you, but not hostile), plus bonus to rat pets. 25g
– Key up on the wall with no real planned way to get down
– Baatle at alert looking to the right
– Any pigeon that escapes summons a patrol, each patrol gets bigger (whether from pigeon or turn increment), also turn 40 gets bigger. Turn 45 would’ve followed the pattern, Discord mention of large army was trolling. (Though it would get worse if sticking around)
– Basement locked chest had raw meat for dogs. Note mentioned the arrow traps were to keep dogs from stealing food. (Dogs can be bribed)
– False ladder rung makes you fall to the bottom, onto exploding pad
– Still can’t say what imps do. Chest had bonus parts
– No extra effect to blowing the golem room pillar aside from opening the shortcut, it wouldn’t attack if never activated
– Jail had a character, warned that blowing stuff up would cause trouble
– Undead ringsmif, no in battle abilities
– Guy escapes at turn 20 using a bomb, or earlier if the door opened. Goal was to destroy all Imperial golems, and would join if he saw all were destroyed. Died turn 25 after 4 turns of his golem fighting
– Same keys worked on both bed rooms
– Sky pigeons wouldn’t have gone to fetch help, no human to order them. Would’ve helped golem fight, can debuff
– Blowing up the rust monster pillar lets it out. Could’ve sabotaged guards and golems…
– Would have permitted looting rat tails from dead dire rats (regular drop rate). Could use as alternate bomb ingredient in place of rope
– All patrols had random paths, but each patrol wouldn’t repeat rooms
– There are 10 story characters (9 now), DLC not counted in the list from before
– If just Kamau in Imperial gear, would have permitted bypassing golem
– Can only throw 1-weight weapons, dealing less damage than bonus
– Jail, golem basement, and rat room had no light sources. Golem does not light room, windows don’t count
– Stealing torch from the dog room would’ve put the guard there in darkness…
– Outdoor rooms: entire room is lit but you can only leave from a point in the room that has an exit, no bypassing. Entire room counts as “outside” for Sun God equipment
– “Acrobatics” was for the sake of less boring fights, not an ability
– Justiciar is from a separate ranking from guards, but can order regular guards
– Damaging all three pillars would grant a God item
– Battle Smith had extra abilities on top of the hammer getting extra attack vs metal armour
– Kamau dropping from remorse would not count any of his treasure for clear condition, though would still keep treasure
– Enforcer sword and shield are Sun God items
– Rope needs 3 bed sheets
– Pigeons cannot leave through windows, Dungeon logic
– Windows don’t count for light
– Rekt (dead guy) was a gnome engineer. Used his own hair as a rope, using dungeon magic to build the bomb
– Bomb recipe can be used in other dungeons… if the required parts are there. Bomb takes two actions, one to set and one to trigger, can be both on one turn
– Golem cores are likely to be a ranged attack, not just rolling like the clapper
– Fireballs work underwater
– These Sun God items wouldn’t work at night
– Amadeusz can’t see in the dark, Wolf can
– Bows work underwater, usual penalty may apply
– Intermission 11 begins next Monday, finally no friend lore dumps
And the iron boots remove the penalty from attacking with the bow while underwater. Don’t ask how it works, just accept the bonus.
I’m glad we cap out at 10 playable characters, but I still wish we could get an opportunity for a new replacement 10th character to fill in for Rekt. Even though his death was fair enough, it also wasn’t really our fault and I wish we could have actual *responsibility* over 10 characters. More than 10 at a time would be overkill, certainly. Maybe the rule can be that if a character that’s actually *in our possession* dies, we don’t get another opportunity for a 10th. This incentivises the possibility that we can *reject* people from entering the party, while also ensuring we don’t deliberately sacrifice someone in the hopes of getting a new character. Playable character opportunities show up until you fill out at 10, and then once you have 10, they don’t show up, even if someone dies. You’re now responsible for 10 and that’s it.
The reason why I think that’s fair is because it gives us the freedom to theoretically reject people from entering the party (like we could have done with Amadeusz, for instance), without altering what the gameplay is compatible for, which would be 10 characters, presumably.
Also if there’s anyone who may have been able to build Kamau a prosthetic arm, it would have been Rekt.
She should poop herself! Right there on the floor! And then rub her head in it and roll around in it like a sick dog!
This is sa good idea! I agree with you! Genius!
Someone give this guy an award! Put this in the game NOW!!!
GENIUS!!!! Make her poop her self!!
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