Dungeon 17 Turn 11
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Ricki makes a quick trip back to the entrance room and drops her two new enchantment scrolls. As she arrives, she sees a grimoirm sucking the enchantment out of the shocktail javelin! It’s still got its base magic effects, but is no longer deadly! Where did this thing even come from? At least it ignores her and the stuff she’s carrying, since it has other things to distract it.
She doesn’t have time to deal with it right now though, as she’s on a strict time limit. She returns to the right.

Ricki expends her thieves’ tools to open the locked chest in the formerly-enclosed space. Inside she finds a bottle of magic glue, which could come in very handy in the future. Especially if worms keep eating all her stuff…

Mac jumps down from the upper platform and reads the red-covered books, and catches up with Ricki on the lore available at this library. He is not impressed.
Macadamia has gained the Well Read III ability.
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SCROLLBINDING GLUE
Tool
Once per dungeon can be used to apply two matching enchantment scrolls to a single weapon, or apply a matching enchantment scroll to an item that has already been enchanted, creating a more powerful enchantment.
Weight 1, Cost 70




😀 weeee’re baaaaack
ugh painful loss of deadly enchantment on cool weapon sigh
fuuck so apparently there was an unannounced turn 10 patrol >.<
At least we happened to see it before having Mac grab his stuff, he would have died with the book+worm damage
T10 shake up we did not see coming I guess…
Plan: Get Mac Back
Ricki: Go through Hole. Use wand of Healing on yourself. Point out pressure plate trap to Mac. Move left.
Mac: Avoid Pressure plate trap. Move left and smif the Armor on the shelf.
Move down after and stay at the top of the ladder.
That surprise worm may eat the ring, and has some catalog box around it’s neck. We should make killing it a priority once we’ve regrouped. We’re gonna lose enchants but maybe we’ll have some time after. Next turn Mac can grab is weapon while ricki starts to whittle him down.
We’re looking at 3 turns to kill worm (really depends on what it disenchants each turn) and Mac cannot tank both book and worm or he will die.
Next turn, given that we are not running through the worm, Mac can probably grab his spear safely as Ricki will be attacking the worm.
LSN said disenchants happen at end of turn so I think worm dies to 2 Ricki gland attack plus 1 Mac shocktail throw = 2 turns of combat right?
Note: Besides the pressure plate (upper right room) there is also the gap in the floor (upper left room) and the trapped ladder rung (2nd rung; lower left room) for Mac and Ricki to avoid.
Claudious plan variant
Mac: Move left with Ricki, avoiding floor trap. Smiff shelf armor. Then move onto the chest ledge in the room below by jumping down from the right side of the hole(without using ladder). Go under the flying book to end turn.
Ricki: Enter hole to point floor trap and move left with Mac. Loot the skeletons chest. End turn away from skeletons.
Reasoning:
Using alt path confirmed safe for Mac just in case cuz I’m paranoid LSN will say there’s not enough space and fall if he instead tries to stay on the top ladder rung to avoid the trap rung right below.
LSN told us this jump works back in https://dungeoneyes.com/dungeon-3-turn-36/
Healing does not help here. Ricki dies even if healed if hit by both book and worm, and dont need healing if worm only. And we’re about to lose max hp again.
Instead, the chest could have something that help with fighting worms or protect enchantments.
Why the skeletons’ chest and not the chest Ricki currently is standing next to? (I have no opinion about it yet, just want to know the reasoning behind it.)
Couple small reasons:
-in case Mac can’t wait for Ricki if she loot door room chest cuz they need to take actions in different rooms. Not 100% sure how it works but I remember someone hit a landmine in the caravan dungeon to cuz of something like that so am paranoid
-We prolly only have door stuff to do after worm so door room chest is in a convenient spot to loot if we have a spare action later instead of having to run all the way to skeletons (and maybe get hit by a book on our way back)
-skeletons chest is guarded unlike the other so we can only loot it on turn Ricki dont need to tank other attacks. This happen to be a safe turn for it.
Worm Stat Tracker:
25 hp
This turn: 6 atk and 2 def
Ate enchant so got buffed at the end of the turn.
Next turn(12) it fights at 7 atk and 3 def
Prolly will get buffed again and fight at 8 atk and 4 def on turn 13.