Dungeon 13 Turn 45
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The entire party gangs up on the tortoise, which is woefully incapable of fighting back despite its titanic defensive abilities. Eventually its elemental regeneration runs out of juice, and its entire body crumbles to dust. Except for a few places of its shell, which happen to be perfectly armour-shaped, probably due to dungeon magic! A piece of the lizard’s lower spine also survived, and is very pointy, so the party keeps that too.
Lara drops her upgrade chain armour and bandolier to take the salveshell armour, and Amadeusz takes the shocktail javelin. Lara recovers 3 HP from the armour’s property. The Dragonslayer Set is almost complete!*
Also, Ricki looked at the room above for a second and everything is the same as it was last turn.
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SALVESHELL ARMOUR
Armour
Def +5, Mov -1 (to a minimum of 1). Recover 3 HP at the end of the turn if at 3 HP or less.
Weight 4, Cost 39
SHOCKTAIL JAVELIN
Weapon/Ranged Weapon
Atk +4. Deals lightning damage. Can be thrown to deal 5 lightning damage at range. Regrows at the end of the turn when thrown.
Weight 1, Cost 25
*Not a real thing.
Awesome loot!
Here’s our to-do list:
Flip lever for friend
Get staff on Ricki so she can end dungeon when she needs to
Scout guard group to see where they are at
Unfortunately, these are all Ricki things so she is going to be busy.
Plan:
Lara: climb up rope and jump down pit to take 1 DMG. Move up. move left To dog room (lower level).
Amad: pick up chain and bandolier. Drop whip. Move up
Ricki and cordy trade: Ricki gets staff, wand holster and dual wield gloves from cordy.
Cordy move up 1.
Ricki move up 1 and move through hole.
We get eyes on red pipe room (with risk of walking into patrol), items on Ricki (so she can end dungeon at entrance whenever we want), and Ricki in position to flip lever. Lara also heals another 3 since armor will heal her.
Next turn Cordy moves left and grabs staff and scroll so Ricki doesn’t have to.
That first bit sounds an awful lot like an action, and Lara is at -1MOV
And yet she should do it to heal 3.
If we don’t get the extra move that’s ok. The heal is more pressing and it doesn’t hurt to try
I love Lara’s trick. Get her down to 3hp, re-heal by 3hp thanks to armour. Get net +2hp gain for dumb parkour. Noice!
By the way, we could throw in a Wand-Of-Mend to get her 1hp more. With robes, we could do +2hp from Mend, but wand-wielder is not wearing the robes at this moment, so bummer, no actions left for swapping the armour.
I don’t think wand of mend will work since she’s at 4 now so can’t be targeted, and will be at 6 after.
Damn, the Salveshell Armour is surprisingly busted aside from the Mov penalty. It’s actually a bit lighter than most Plate Armour at only 4 weight units, and it doesn’t prevent the wearing of defensive accessories like helmets, greaves, etc. to get the full +5 DEF like most Plate Armour does. Not to mention the healing effect, which seems very generous to me.
The free auto-healing would be great on Kamau too, especially if we upgrade some of his abilities that let him benefit from being at lower levels of health like Adrenaline or Heroic Effort. Since he already has only 1 Mov the Armour wouldn’t even come with any real negative side-effects for him under most conditions.
The idea of swapping it around for free healing at low health levels is also a pretty amusing idea, but that’s probably a niche use at best.
The Shocktail Javelin I’m a bit confused on; when it says it ‘regrows at the end of the turn when thrown’, is that suggesting that the javelin effectively stays in the thrower’s inventory after it’s thrown? I’m not sure what else that line could mean.
In any case the javelin is also pretty interesting; notably it’s a one-handed weapon, meaning that Amadeusz could potentially wield it alongside something else. +4 ATK means that it’s also the strongest one-handed weapon that we have right now, so being able to be thrown potentially risk-free is the gravy on top. If it CAN be thrown infinitely then combining it with the Atlatl is a no-brainer.
…I wonder if the recruitable character in this dungeon is supposed to be our spear-fighter. I’m guessing the mechanist we missed out on was hammers (and possibly axes). If not, that only leaves Coccyx as a potential spear-fighter if we assume that all weapon-types have a character associated with them. Although spears are so versatile that I wouldn’t be surprised if they lacked a specialist entirely.
I think the Javelin is precisely designed to be infinitely-throwable thing, and since it’s, well, a Javelin, yup. Atlatl. Right after reading this turn I wrote about mine confusion about the wording, but … to be honest, I don’t think it really “regrows” like I wrote. This would multiply items, all sellable? No way. Unless the re-grown copies were worth 0 and disappeared at the end of the dungeon. But then, duplicating a weapon this strong, even just for the dungeon, so we can equip whole party with its copies? Nooo way. So, I think the “regrow” is just a gimmick about boomerang-ish behavior. It’s “lightning javelin” so I think when it’s thrown, it effectively does Zeus-style lightning-throwing, zap someone at range, looks like you threw it, and the thunderbolt-at-distance dissipates, and you magically have still your javelin in your hand.
Sorry, off-topic, but: “busted” is a good thing?
“Busted” in game terms generally refers to things that are so good that they break the balance of the game, making it too easy with that item.
So if most weapons do 3 damage, but there’s one weapon that does 33 damage due to a code typo, and it doesn’t have any significant drawbacks, it would be called “busted” or “broken”. Or if most do 3 damage, but one does 6 with significant drawbacks… But there’s a way to get around or mitigate those drawbacks that the developer didn’t foresee, that would be busted.
Or sometimes devs just put in busted weapons on purpose, especially as something you get as a victory lap or for New Game+ or via cheatcodes.
Thanks!
Loot seems kinda mid TBH. let’s drop it and go get that whip.
“Regrows at the end of the turn when thrown.”
Wat!
I mean. Regrows. Does it mean it has boomerang-style mechanics of “returning”, we throw it, we don’t have it anymore, it flies there and disappears and we magically get it back, OR, does it mean we throw one, it lands there, and we suddenly grow one more, like it happened here when we fought it?
I was about to post for Lara to also wear the kobol’d robe… but then, it’s also an armour. Maybe try make a tourban from the kobold’s robe? xD
We appreciate you telling us that the armor set not a real thing, so we don’t waste 20 turns trying to figure out how to activate it or something
“Recover 3 HP at the end of the turn if at 3 HP or less.”
Does this mean that the person wearing it can safely go down to -2hp? Does this actually really auto-resurrect the person if not damaged too much?
I mean, let’s have a simple case:
A person wearing this armour walks into the bar and has 6hp.
Gets hit by the bartender for 8dmg.
Does the armour effect kick in, because at the end of the turn the person WOULD be at -2hp, so that’s less than 3hp, so the person gets 3heal from the armour?
OR does the armour effect not kick in, because at the end of the turn the person is already dead due to being -2hp at the end of the turn?
OR does the armour effect not kick in, because at the end of the turn the person has 6hp and 8dmg pending and it’s not fully resolved yet and armour does not see that -2hp yet?
Damn these drops are sick AF !!
“The dragon set is almost complete!*”
WOW, there’s a set!? Imagine the boosts when it’s complete!
“*Not a real thing.”
…Damn it LSN. -_-
When the Dungeon 13 Report was posted (on 26-Sept-2024) the description of the Slaveshell Armour changed, so expect it to be different from what is shown on this page (which was how it worked for the remainder of D13).
For convenience:
Original description: from https://dungeoneyes.com/dungeon-13-turn-45/
SALVESHELL ARMOUR
Armour
Def +5, Mov -1 (to a minimum of 1). Recover 3 HP at the end of the turn if at 3 HP or less.
Weight 4, Cost 39
New description: from the Items page as of the when the Dungeon 13 Report appeared
SALVESHELL ARMOUR
Armour
Def +5, Mov -1 (to a minimum of 1). Recover to 3 HP at the end of the turn if at 2 HP or less.
Weight 4, Cost 39