Dungeon 2 Turn 40
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Ricki runs back through the snale room. Kamau blocks a shot (pun intended, if that wasn’t obvious by now) that was intended for Ricki, and takes no damage. He wonders if he could gather some of the acid ale, but thinks it would probably lose its potency really fast.
Also, Kamau can’t follow Ricki right away because interposing is an attack replacement, meaning its still a combat action that prevents movement afterwards.
Ricki enters the lowest level of the dungeon. No changes here yet. She can hear yet more distant thumping as another group of drunks enters the dungeon.
Kamau: Climb down the ladder, trade the leather armor for the coin of revelry and the bucket for the rusty sword, then go left, mind the glass, and attack the snale
Ricki: Drink the ale in Kamau’s inventory, put on the bucket and armor, head through the hole, and see what’s on the other side. If it’s the room with the key, use the wand to blast a small rat
@GathersIngredients I guess you were right
@Elomir not sure if you just came to the discord one time but just in case
thanks for the feedback
I intentionally decided not to include dropped items and such for two reasons
I don’t want to be expected to download and crop every single item or interactable in the game (we moved chests and broke tables in dungeon 1)
and I want there to be as little reading as possible (like a map), so I chose not to add text circles like I have with other things
I haven’t come up with a solution that resolved both of these concerns so I’ve just not touched it at all
https://viewer.diagrams.net/?tags=%7B%7D&highlight=0000ff&layers=1&nav=1&title=Dungeon%20Eyes#Uhttps%3A%2F%2Fdrive.google.com%2Fuc%3Fid%3D1Kbl4QaQZ205RJG2DVZXetuXqJ985Wglz%26export%3Ddownload
There are two possibilities for the hole: the room with the key or the room with the rusty greatsword (back to the start would mean the other two rooms are linked, which means they are inaccessible). In all cases, it would probably be best for Ricki to have maximal defenses unless we have her return immediately after going through instead of exploring the other side.
If it’s the room with the key, Ricki will have 4 def (armor buckler bucket ale) vs 4 atk.
Using the wand to blast the small rats guarantees a kill (does not miss) even if it’s overkill, but blasting the dire rat means 0-2 damage (since it has defense) and still leaves 4 atk on the table for turn 2 since nothing is dead.The 4 def is necessary too, since all combat happens at the same time, which means the rats will be able to attack Ricki even if we “attack first”. We’ll just have to hope the Faith in Rust holds and Ricki stops throwing away or breaking things at least once.Rereading the description of the wand, it says “deals 1-3 damage“, implying that it ignores defense? Rules also say “Hit points are lost as damage is taken” and “Defense…is subtracted from their combined Atk, reducing total damage” and ranged weapons don’t use Atk at all and just deal damage. This is a very optimistic interpretation of RAW, so I’ve added a reply comment for the same but targetting the dire rat instead, for anybody who thinks/hopes that’s how it goes. In this case, blasting the dire rat has a 1/3 chance of instagib, which would save hp and a chance for armor to break (only 2 rats vs armor ale on turn 2). And we all know Ricki is really good at hitting the 3 in 10 chances = )
I think ranged weapons (and the wand counts as such) work a bit differently than melee weapons. They cause direct damage rather than add their stat to the attack value of the attacker the sum of which will then have the defence of the target deducted to determine the damage.
Because wielding a greatsword (with high attack value) will have no impact on how much a dagger, thrown with the other hand will hurt its target or something like that.
So yes, I think the wand damage (also magical) will in a 1of 3 chances insta-kill the dire rat, but I still voted for the safe option of killing a regular rat.
Also, since the wand is ranged and the rats don’t have any ranged attack option (that we are aware of so far), it is very possible that if Ricki keeps her distance, she won’t even get attacked at all. (Just like the thug with the crossbow could shoot Ricki as she approaches without her being able to do anything about until she reaches him, unless she throws something “back” at him.)
That depends on what kind of behaviour “getting attacked” will trigger from the (dire) rats. Could be “find source of attack, move towards it and attack” (then Ricki will be attacked), could be “flee”, could be “do nothing”. Could even be a combo of all these things with % assigned to each option.
Kamau: Climb down the ladder, trade the leather armor for the coin of revelry and the bucket for the rusty sword, then go left, mind the glass, and attack the snale
Ricki: Drink the ale in Kamau’s inventory, put on the bucket and armor, head through the hole, and see what’s on the other side. If it’s the room with the key, use the wand to blast a dire rat
The snale’s description at the “Enemies” page says:
Why should we want to attack it? For “1 cheap ale” dropped when defeated? Can’t we just leave it alone?
The snale also leeches alcohol through pipes and might be contributing to the ale being bad. It’s easy to clear this one, so let’s get rid of it.
If a) the wand breaks and b) the other rats do not attack, Ricki could go back, fetch a dagger, and throw it. Little damage to the rat, but no danger of damage to Ricki.
Ricki, if you lose a HP – then GRIT!!!
We want an alive Ricki, please.
Ricki – go to the hole and see if it leads to the rats. If so, flip the switch to turn it off (if it is not already in an Off state). Future actions: Kill the rats and get the keys. Don’t go near the skeletons.
I’m fairly sure that approaching enough to flip the switch will aggro the rats.
unless they are first distracted with something we don’t have atm
No cheese.. do they like ale? Zap with wand first? 😛
…but could possibly get at the tap upstairs (cheez with maybe a little bit of ale).
Still think
https://dungeoneyes.com/dungeon-2-turn-39/#comment-994
https://dungeoneyes.com/dungeon-2-turn-39/#comment-995
, i.e. getting cheez from the tap to take out rats, should be tried. If it works, we can get Ricki past a lot of rats without fighting. Ricki and Kamau only have a limited number of HP/remorse.
When Ricki (last turn 39) was in the room with the previously poisoned guy, she was able to look to the floor upstairs with her Dungeon Eyes. The snale, which is missing from the top image of this turn (40), should have been there. WAS IT? Otherwise it either moved through a grate, a floor, some pipe, but that was not in its description, therefore I rule that out. Or it was killed by switching that one lever, i.e. either it starves to death without enough alcohol really fast or it got a deadly cheez poisoning. The angry snale in this room here sits on a pipe, where beer and cheez is inside, but it’s flow was stopped. Therefore the alcohol content should have drop due to its consumption, too. Therefore it might really be the cheez poisoning. Therefore it might be worthwhile to get some cheez from the tap and try it on a snale.On the other hand, “poisoned by cheez” was neither on its description. Confused.
Either dead and dropped the empty mug, or moved on to the top right room
Moved? But there is a grate there and the snale looks way too big to pass between the bars. It is no terminator. (And the mug is not empty.)
Moving it to the locked grate in the same room takes nearly no time. If Kamau could use the acid ale to dissolve the lock, we would save one key. (We all know too well what happens with keys, which Ricki gets her hands on…) Catch, climb ladder, pour on lock (preferably the “bar” part, not the mechanism – we do not want to end with a lock, whose mechanism is destroyed while the bar is still in place and the grate looked forever).
The attacks of the snale has spilled some amount of acid ale on the floor. If the roof was dissolved by acid ale – does the floor lock stable still? I do not want Kamau to break through the floor and fall into the dagger.