Dungeon 2 Turn 41
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Kamau gives Ricki back the leather armour and the bucket, then takes the Coin of Revelry and the rusty sword. He stumbles down the ladder, ignoring the glass because it can’t hurt him through his sturdy boots, and takes a swing at the snale, which he whiffs. The snale then douses him in ale, dealing no damage.
Ricki also douses herself in ale, then heads through the hole in the wall.
Ricki stumbles out the other end of the hole and looks around. She’s not a hundred percent sure if things are the same here as the last time she saw this room, but that might be the ale and the bucket taking their toll.
She really wants to pick a fight with those rats there, but she can’t this turn because getting drunk was an action.
There’s a change in the skelly family. I think that back then, there were 3 tall and 1 small skeleton, now there’s some kind of round thing instead of one of the tall ones. Rest looks moreless the same to me.
An interesting thing, Ricky didn’t attack, and the rats didn’t either. Are they not aggro’ed (yet), or don’t see her, or is it just that the turn-time has just finished before they had a chance to react?
How about Ricky makes a ranged attack (wand, or throw a dagger) in order to (maybe) take out one of the rats, and then hide asap in the hole, to prevent any chances of the rats running to her and making any damage?
I think using the wand of magic missle on one of the small rats for a certain kill is the play
Nope, whenever you attack you can’t leave the room that turn.
I presume that the rats haven’t been aggroed yet. We’ll discover soon what it means to engage from range.
Funny idea – if the we give the rats a mug of “cheez ale” – that would make the rats get both a defense bonus, AND a chance-to-miss once they are no longer busy drinking, correct? So maybe don’t attack the rats, and fetch them some “cheez ale” instead?
I suspect they wouldn’t go for that, but if we went to the entrance of the dungeon to the test tap and got a couple mugs of pure cheez, that would have a good chance of working. The ale is already turned off. The pub above is drawing pure cheez from the taps right now.
Kamau: keep fighting the snale.
Ricki: use wand to kill one regular rat.
And yes, well spotted. One big skeleton is gone and one grey round thing (behind the small skeleton) appeared. Perhaps something one of the wandering drunks were carrying. Could even be the ball and chain that we dropped in the centipede room (on the opposite side of where the centipede was), that for some reason was picked up and carried here by one of the drunks.
Also, I think it might be possible that the wandering drunks (that appear on every X0 turn) have different stats than the “angry drunks” that are immobile already inside the dungeon. Like maybe lower HP. That would explain why they disappear so fast.
If Kamau cannot see Ricki when she takes damage, does it trigger his counter? If not Ricki could take damage and heal before Kamau spots her hurt state.
LSN stated here: https://dungeoneyes.com/dungeon-1-report/ that Kamau will sense his allies getting hurt even if he isn’t in the same area of the dungeon to actually see/witness it in person.
Interesting, Kamau got drunk even though he took no damage from the snale. That implies the centipede’s poison is different, the theory was that the centipede debuff didn’t affect Kamau because he took no damage. This snale also attacked back immediately even when it wasn’t actually hit, so either it was already angry or a failed attack still counts as an attack. Next we’ll find out if additional snale attacks cause drunkenness for the next two turns or an additional two turns, depending on how long it takes him to sober up after eventually chipping this snale away.
Confirming that that’s a Ball and Chain by the reduced skeletons. Identical image in Jail Turn 26. Hmm, we didn’t get a Dungeon Eyes update of the centipede room when curing the drunk… We saw the room on turn 25, and the ball and chain was already gone from the level below where we got the rusty chainmail. We didn’t notice because the turn we unlocked Kamau was a dramatic conversation turn and we immediately left, so the dropped ball and chain was never drawn there.
Ricki: Zap the first small rat with the wand. Fight the others if they come at you.
Kam: Kill the snale