Dungeon 18 Turn 10
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Ricki quickly ducks back into the tunnel before the enforcer can attack, then begins making her way back down the tower to check if there’s any reinforcements yet. Amadeusz plays a mournful Dirge on his magic violin, which damages every creature in the room and slays the blood rat.

As she goes, Ricki notes the (completely expected) absence of the initial guard patrol.

Back at the entrance, Ricki sees that more guards have arrived accompanied by a supreme justiciar. Oooh, that’s not good. Those guys only deal with the highest priority cases the Guard handles. Where exactly did Amadeusz bring her…?




We have some time.
Based on previous patrol movements, They should take out the next solar on T12, and then engage the Final Solar on T14. That should be plenty of time to take out the last guard and get to the top of the dungeon.
And thats if we dont lock the door which we do have time for.
There is the supreme justiciar, and the solar was already attacked and damaged, thus they could very well be faster. Maybe lock that door.
If the dungeon ends early, it doesn’t matter. We also presumably have the doors on the top floor to lock.
If we need to run down, then we want the way clear, and really want to avoid a pile up in the starting room. Though, I suppose Amadeusz could hide in the chest area when unlocking the door, ideally letting all through and by at once.
There’s 3-5 chandeliers available to drop on this group, which might make more of a difference.
EDIT: They have armour, the dungeon won’t meaningfully damage them. Agreed with slowing them, we’ll see what safeguard they have against locked doors.
my tiny brain can’t keep up
with all the stats and information
🙁
all I do is vote
🙂
Patrol cheat sheet:
The elite guards are estimated to be 2atk 2def and 10-11 hp base each. They get +6 def from chain armor and heavy shield, and +2 atk from swords. They give +1 atk to regular guards, we dunno if they can buff each other, they have another +1atk if they do(same buffs dont stack).
Supreme justiciar is in the enemies page, but also has chain armor for +3 def
Oh, there is chain armour there. That complicates matters.
Looking at 15 attack there, 18 after the Justiciar buff. Assuming the third solar is debuffed, that T14 turn has 15 attack going against a Solar with 4+2-3=3 def, so that’s still two turns for the 17 HP. The Solar hits back for 7+2+(3 to 5)-3 = 9 to 11 with holy damage, which barely scratches 8 def and can’t hurt the buffed guard at 11 def or the Justiciar who is immune to holy damage. This crew could roll through at full strength, and I’m not convinced chandeliers can change that math.
I enjoy the vicarious nature of it all
Plan: Race to the finish
We lock the doors behind us to slow patrol and hope the enforcer dont dodge too much.
Ricki: Move up. Flip door lever to slow patrol. Move up using hole. Avoid both mouse traps to wait by the hole.
Amad: Think about the giant white monster and fancy sword at the top that Ricki must have seen by now. Is victory just reaching it or do we need to deal with them somehow?
Flip Amad lever next turn (cuz was pointed out on discord it may block Ricki if we do it now) after Ricki enter hole while she unlock left door. Then we attack enforcer.
We attack enforcer turn 13 so have at least 2 turns+however long the door lock holds to beat enforcer before this patrol catch us.
Amad can switch his instruments to weapons if we think we need the extra damage
Plan: Deal with this patrol
So we only need to finish before NEXT patrol instead of having this one breathing on our necks.
Ricki: Move up when patrol does then drop chandelier when they are under it.
Amad: Think about the giant yellow-eyed white monster and fancy sword at the top that Ricki must have seen by now. Is victory just reaching it or do we need to deal with them somehow?
We know from previous patrol they take a break under the room 2 chandelier when entering it.
Rough future ideas draft:
We got a lot of chandeliers, 2 solars, and dirges(which also kills dire rats and make room 3 chandeliers safe to reach). We can do 11 unblockable AoE before even counting solars.
T12: Amad dirge dire rats, Ricki drop chandelier#2 on patrol vs fight
T13: Amad dirge dire rats(killing them) and patrol as they enter, Ricki block door for next patrol
T14: Amad dirge patrol again?, Ricki drop chandelier#3 on patrol vs solar fight
T15: Ricki loot rat king chest then start moving towards top room
T16: Ricki enter top room, flip lever. Amad flip his lever too.
T17: Amad finish off patrol, grab corona? Ricki flip other lever?
T18: Attack enforcer?
If this goes well, we get:
-Attack enforcer 2 turns before turn 20 patrol even enters, giving us extra time in case enforcer dodge a lot like last one we fought
-Blocked door to next patrol
-Red rat king’s chest
-Solar’s corona shield for upgrade pressing with our current one
This idea also allows 1 turn delay to kill the red rat king turn 15 for his special loot, but personally I like having as many turns as possible for the enforcer/final floor than chasing more loot. That’d be a decision for way later though.
I feel this plan pushes us into we stayed too long territory where something unexpected may screw us over. Let’s just finish this and move on.
Plan: All In
Amadeusz: Shift Zing and Thrum to sword form.
Ricki: Climb the ladder and pull the lever by the hole which previously unlocked the door. After that, go through the hole and avoid rat traps to end by the other hole leading to the top floor.
Easy +4 ATK for fighting the last guard, if triple wielding with the Singing Sword. No Requiem of Resurrection then, so be careful.