Dungeon 13 Turn 7
————
The party gathers and enters battle against the justiciar. Amadeusz and Ricki each take out a skeleton. All of the skeletons focus on Lara, who runs past them to try and take out the justiciar. However, she suddenly feels an oppressive magical curse settle on her shoulders, giving her a -2 penalty to Atk and Def. Even with help from Cordy’s ranged spell, and Lara’s buff from the darkened room, the Justiciar remains standing despite the massive damage, and Lara takes 2 damage in turn from the skeletons.
Ricki can see the guards below have been alerted by the battle. They’ll likely get involved next turn!
Yeah… should have focused fired more. Best strat I can think of is having one group engage the guards below to prevent them from grouping up with the Staff Guard and all dogpiling one Char.
Just so you know: Ricki has 7 Def, Amad 9, Lara 6, Cordy 5
Plan: Divide and Conquor
Amad and Ricki: Attack the Sword Guard below before they join up with the upper group
Cordy (with Wand) and Lara: Finish off the Staff Guard
Staff Guard should almost be dead so Lara and Cordy can finish him off and get a Shroom
Amad and Ricki have the best Def so they can hopefully split attacks and, if we’re lucky, take out the sword guy.
Just to be clear, what you are calling a “Staff Guard” seems to be a male Justicar wearing Imperial Chain Armor. The descriptive text has used the words: He, him, justicar, and he seems to have the graphic for Imperial Chain Armor on top of the base Justicar sprite.
FYI: If we want to know how many HP a “squishy” Justicar has, just specify that Cordy will use the Midas Gloves. We may not get as many Gold Coins as we would using the gloves on another enemy like the Solar Guardian or the “Justicar Enforcer” (in the lower left screen) but we would learn how many HP a Justicar has (which seems to be at least 12 HP according to my math) and that might be helpful if they appear in future dungeons. This logic could also be applied to the Guard Elite if Cordy stings the Elite rather than teh Justicar (which probably ‘wastes’ less damage potential). This also serves as a reminder that the Midas Gloves can be an information gathering tool, not just a source of extra loot.
MIDAS GLOVES
Accessory
Wielded gold weapons gain +2 Atk and have no break chance. Also, once per dungeon when you defeat or help defeat an enemy, a number of Gold Coins equal to the enemy’s maximum HP drops. Attempting to use this ability but failing to defeat an enemy doesn’t expend the ability.
Weight 1, Cost 40
Focus on the skeletons then turn around and fight the incoming guards. We’ll leave the justiciar for a couple turns. It’ll be fine, it’s not like he’s got a magic item that can turn the tide of this fight or anything.
Excellent plan, this leaves the Justicar alive so that we can find out if that debuff magic that Justicars use will stack!
From the description of the Staff of Turning that the Justicar is holding (which we got by using Ricki’s Case ability), I think it seems he has peviously used the staff on those Reinforced (black) Skeletons and probably the ones with the Tower Shield, Deadly Dagger, and Crossbow (with 6 normal bolts) back in the last room as well.
STAFF OF TURNING
Staff
Can target a group of skeletons or skeletal creatures at range to either render them docile or deal 10 holy damage to each. Docile skeletons will still attack any other creature that is hostile to you. Attacking docile skeletons will return them to their previous behaviour. Can only be used once per dungeon.
Same as Claudious’ plan, but smol shroom joins the fight
Ricki, her mushroom, Amad -> go meet guards on the lower level. Attack the elite guard
Cordy -> sting justiciar
Lara -> finish justiciar
This hopefully splits the fight to prevent focus fire and leaves our most vulnerable Cordy in the backline. Amad and Ricky are the tankiest so they deal with wildcard guards downstairs.
I’m afraid humans have rings, so this plan is safe with damage. Elite guard should die even if he has a +2 def ring. Justiciar is definitely overkilled. This leaves just 2 uncontrolled skellies and 2 guards for the next turns.
I guess this will be where we find out of those two apparently unarmed Guards in Imperial Leather Armor are carrying any hidden/sheathed/unequipped weapons or if they are truly unarmed. That could be helpful to know later.
Remember that the presence of a Guard Elite seemed to buff the normal Guards with him back in the Guard Outpost on D11T5 https://dungeoneyes.com/dungeon-11-turn-5/
Once the Elite and Justicar here are knocked out (because I think Ricki has a “rule” about not killing) I assume Cordy will ‘farm’ those two normal Guards for new small mushroom pets… uh, without killing them of course. Oh, I see that both Infestation and Death Spores specifically say the target must be “killed”, I wonder how that is going to play with Ricki’s “no killing” rule. I’ll just shut up now and watch what happens.
Once they are knocked-out, Cordy will NOT KILL them.
… Cordy will just take enough mass, like, one finger or left ear from each fallen.
That’s not killing the guard. It’s just dead finger or dead ear.
Finger and ear are not intelligent beings al’right. All by the rules!
Aahh why didnt we use spore touch or mushies. >.<
We should use them more. This plan still deals more than enough to finish off justiciar and kill a skelly more than the other plans.
All dead mushie gets replaced and we still get a new one(1 enemy can make 2 mushies if hit by explosion and Cordy https://dungeoneyes.com/dungeon-12-turn-11/)
Ricki, her mushroom, Amad -> go meet guards on the lower level. Attack the elite guard
Cordy -> Spore touch justiciar
Cordy’s mushie -> attack justiciar
Lara -> Kill skelly
Won’t this make us lose our big shroom if they target it or there’s an aoe
We only have a medium mushie and it will replace itself with a new mushie that will become medium again.
Also. We didn’t use spore touch cause that’d mean a def 5 Cordy being a target vs the Skellies and justicar
Yea, why deal 2 dmg when we can deal 8 dmg at the cost of 1 hp that can be healed?
Also Lara should use spider magic to active “make it count”
At long term, sac HP to deal more dmg will save us HP+Turns (cuz we kill faster), like in this turn for example…
As mentioned above. If Cordy was in melee, it could have been him the target of the debuff and all the Skelly attacks resulting in like 6+ dmg.
For those who don’t remember, see D5T29 https://dungeoneyes.com/dungeon-5-turn-29/ for the Justicar there debuffing Kamau, “Kamau feels the crushing weight of the Emperor’s power upon him, similar to the wanted poster. He now has a -2 penalty to Atk and Def.” I’m not sure if it was only for a few Turns or lasted for the remainder of that dungeon.
From the order of the wording of the description of what happened here on D13T7, it looks like debuffs due to magic (or at least the one due to Justicar magic) may occur before the combat for the Turn is resolved. That may be a hint as to the answer of what will happen if Lara uses Web Binding on a target — it may be able to protect a melee attacker from taking 3 damage that Turn, which could be helpful in some fights. Perhaps the Discord folks can offer some esoteric insight on the rules to us poor website-only participants or perhaps it’s just FAFO.
I’m sure it is obvious to the experienced players, but for any newbies: the Keys on the ceiling can be gotten by Lara climbing the wall/ceiling or by throwing something appropriate at them, see D11T13 https://dungeoneyes.com/dungeon-11-turn-13/
“DON’T POST IT DON’T POST IT DON’T POST IT DON’T DON’T DON’T DON’T DON’T” — https://dungeoneyes.com/dungeon-11-turn-19/