Dungeon 1 Turn 2
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Ricki quickly stomps the rat to death, but not before it nips at her toes, dealing 1 damage. Since the cheese is now unguarded, Ricki also scoops it up as the spoils of combat. She finds that the plate it’s sitting on isn’t actually a plate, but rather an old buckler. She takes that too.
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BUCKLER, CRACKED
Shield
Def +1. 30% chance to break after being attacked.
Weight 1, Cost 4
MOLDY CHEESE
Consumable
Throw to distract rats for 1 turn. Goblins and rats can eat it to recover 1 HP, others can eat it to make themselves sick. Discarded at the end of the dungeon.
Weight 1, Cost –
Let’s keep the cheese for now, should be useful for the big rat upstairs
Ricki: equip the buckler, then climb the ladder
we should also check the table
Look, all I’m saying is that a goblin should have a pet rat. Doesn’t that seem right and natural? Surely this cheese is our opportunity to fulfil your destiny. Your destiny of having a rat. Go forth! Tame a rat! Have a friend!
Don’t eat the cheese yet, Ricki. You might need it to distract rats until you can get your hands on a weapon. Take it up to the next level and check out the white thing on the table very quietly, so the dire rat in the cell doesn’t notice you.
Don’t forget to put on the shield too!
Ricki definitely needs a rat friend, I agree. But what’s better than 1 rat friend? 2 rat friends. Let’s try and use the cheese to make friends with the rats on floor 3.
Suggestion: Head up to the next floor and look at the thing on the table. Also try to figure out if the torch can be retrieved (maybe by moving the table under it on a future turn if it can be?).
Question: Is equipping the shield an action?
Equipping an item is NOT an action.
In that case, I suggest equipping the shield too ^^
Eat the Cheese that hitpoint isn’t gonna refill itself
Grab the dead rat, turn it into a mighty Rat Flail.
I’m re-reading the old dungeons to try to figure out how things work.
The general mechanics of combat are to add the total Atk values of everyone attacking a particular opponent and subtract that opponent’s Def value and if it is positive then the opponent takes that many HP of damage. It is generally very predictable if you know all of the Stats involved, however a few weapons or Abilities do a variable amount of damage or have a variable chance of working).
One of the characteristics of the game that we learn later on is that a particular type of enemy always has the same Stats, although it can be modified by things like Items and Abilities as well as buffs (bonuses) or debuffs (penalties) from other nearby enemies or from the environment.
Another characteristic of the game is that enemies get a ‘dying attack’ even if they are reduced to zero HP by an attack.
Here in Dungeon 1 at Turn 2 (D1T2) a Malnourished (-1 Def) unarmed unarmored Ricki [Atk:1(base), Def:1(base)-1(Malnourished)=0] stomps a Rat to death in one attack taking 1 damage in return, so Rats are [HP:1, Atk:1, Def:0].
Figuring out the Stats of opponents and remembering them becomes very important for winning a combat without taking damage.