Kamau focuses on protecting Ricki, drawing the attention of both remaining dogs. He takes another point of damage, but Ricki quickly finishes off the dog she hurt on the previous turn.
Note: Dogs have 3HP and 1DEF – Kamau with 4ATK could oneshot and Ricki finished the other off with 3ATK and 2ATK.
This means that, while Kamau now can’t be damaged by the dog (with its 2ATK), it would take 3 turns for Ricki to kill the last dog with her dagger. Let’s try to get that done faster.
My plan here: Next turn, Kamau can come back on his own and finish off the dog without needing to worry about Ricki, who can scope out the next room. We’ve seen enemies get a parting shot on Ricki before, so I don’t think it’s safe to retreat as-is.
Unlocking the ball and chain is just to make sure Ricki takes an action this turn.
“Go all the way down the ladder.” No, we do not know how many levels there are, and we do not know how the drunk people (?) react. Do not split the party, please! – Picking the lock seems to be a good idea.
Movement halts at unexplored rooms so Ricki will only move one room away.
Drel
2 years ago
There is glass on the floor. Watch out.
GathersIngredients
2 years ago
Well, at least we have room in Ricki’s inventory again. π
I think Kamau should interpose again and Ricki should go down the ladder and have a look at the room there. Because King Marth has a point, Kamau can dispose of a single dog without risk (next turn, perhaps, depending on what Ricki finds in the next room) and we don’t want Ricki to take another damage causing Kamau to build up another point of remorse.
But I would hold off on unlocking the ball and chain until we know a bit more about how the key/lock ratio is in this dungeon. So far, Ricki has had every single item with a % of breaking break at the first attempt to use it, why would we have any better luck with the thieves tools?
que
2 years ago
Did anyone notice that the corpses seem to simply disappear?
No cooked dogmeat π
By the way, we’re already through halfways the time for first wave of drunks to arrive! So fast!
Last edited 2 years ago by que
Tem
2 years ago
The drunk people might need a light to leave the dungeon.
They should avoid the traps.
They could lay down that knife for Ricki to pick up (to fight with two blades).
But they might be hostile. (Higher level approach: death cloud everything, teleport to tavern, raise some dead – not the rats, turn the undead one, loot everything.)
I don’t think they have any intention of leaving (nor the ability to avoid traps).
But I’d be happy to try to negotiate with them (have Kamau do it, because usually humans are more open to requests from other humans and also, if they decide to attack, the three of them might obliterate Ricki together, while dealing “just” another scratch to Kamau) at some point.
Probably not until she gets a “dual wielding” skill. Refer to what the update texts says here: https://dungeoneyes.com/dungeon-1-turn-16/
“She isnβt skilled enough to attack effectively with both of them”. I’m guessing what goes for torches is probably also valid for daggers.
But does “effectively” mean that she gets a malus, or that she cannot do it at all? And do her enemies know that? Looking at the dagger she is just carrying while getting hit be the dagger she is wielding is OK, too. And at the rate things break (or maybe get stuck, get lost, eaten by rust monsters, dissolved by acid, molten by lava/dragons/…), a second weapon is not too much. Ricki could also throw a dagger and still afterwards be not without a weapon. To get that shield would be nice, too, but probably the bearer doesn’t want to give Ricki a gift. “But it is my birthday. Give it to usss!”
Kamau: Kill the last dog.
Ricki: Head down the ladder and scout out the next room.
AFTER kamau kills the dog
Note: Dogs have 3HP and 1DEF – Kamau with 4ATK could oneshot and Ricki finished the other off with 3ATK and 2ATK.
This means that, while Kamau now can’t be damaged by the dog (with its 2ATK), it would take 3 turns for Ricki to kill the last dog with her dagger. Let’s try to get that done faster.
Kamau: Interpose.
Kamau & Ricki: Go all the way down the ladder.
Ricki: Pick the lock on Kamau’s Ball and Chain.
My plan here: Next turn, Kamau can come back on his own and finish off the dog without needing to worry about Ricki, who can scope out the next room. We’ve seen enemies get a parting shot on Ricki before, so I don’t think it’s safe to retreat as-is.
Unlocking the ball and chain is just to make sure Ricki takes an action this turn.
“Go all the way down the ladder.” No, we do not know how many levels there are, and we do not know how the drunk people (?) react. Do not split the party, please! – Picking the lock seems to be a good idea.
Movement halts at unexplored rooms so Ricki will only move one room away.
There is glass on the floor. Watch out.
Well, at least we have room in Ricki’s inventory again. π
I think Kamau should interpose again and Ricki should go down the ladder and have a look at the room there. Because King Marth has a point, Kamau can dispose of a single dog without risk (next turn, perhaps, depending on what Ricki finds in the next room) and we don’t want Ricki to take another damage causing Kamau to build up another point of remorse.
But I would hold off on unlocking the ball and chain until we know a bit more about how the key/lock ratio is in this dungeon. So far, Ricki has had every single item with a % of breaking break at the first attempt to use it, why would we have any better luck with the thieves tools?
Did anyone notice that the corpses seem to simply disappear?
No cooked dogmeat π
By the way, we’re already through halfways the time for first wave of drunks to arrive! So fast!
I don’t think they have any intention of leaving (nor the ability to avoid traps).
But I’d be happy to try to negotiate with them (have Kamau do it, because usually humans are more open to requests from other humans and also, if they decide to attack, the three of them might obliterate Ricki together, while dealing “just” another scratch to Kamau) at some point.
Does having two blades deal more damage than just one?
Probably not until she gets a “dual wielding” skill. Refer to what the update texts says here: https://dungeoneyes.com/dungeon-1-turn-16/
“She isnβt skilled enough to attack effectively with both of them”. I’m guessing what goes for torches is probably also valid for daggers.
But does “effectively” mean that she gets a malus, or that she cannot do it at all? And do her enemies know that? Looking at the dagger she is just carrying while getting hit be the dagger she is wielding is OK, too. And at the rate things break (or maybe get stuck, get lost, eaten by rust monsters, dissolved by acid, molten by lava/dragons/…), a second weapon is not too much. Ricki could also throw a dagger and still afterwards be not without a weapon. To get that shield would be nice, too, but probably the bearer doesn’t want to give Ricki a gift. “But it is my birthday. Give it to usss!”