Dungeon 7 Turn 22
————
Macadamia takes advantage of Daisy’s high Mov stat to briefly check the loft. Nothing seems to have changed here!
Macadamia, Lohk, and Daisy all attack the maul-wielding skeleton while Kamau interposes and takes 2 damage for his trouble. Damn, that weapon must hit really hard! But we’ll never find out for sure because the rusty weapon disintegrates alongside its wielder’s skull. Kamau lashes out at one of the knife-wielding skeletons in retaliation, but due to the pollen effects he does no damage.
While that’s happening, Ricki sneaks past and uses (and keeps) her thieves’ tools to open the chest. Inside she finds a powerful staff with four charges left, but since she insists on keeping her lockpicks indefinitely all of a sudden she drops it on the floor like garbage.
————
STAFF OF GRAVITY
Staff
When used, permanently alters a room in one of three ways; preventing flight and forcing all flying down to the ground, reducing all falling damage sustained in the room by half, or cancelling either other effect that is already active. Can only be used once per dungeon.
Weight 1, Cost 10 per charge
Wow that thing would be splendid against the crow swarm.
Also, if we get Lohk the “master staff” at some point, we can permanently gain this skill for her.
(from https://dungeoneyes.com/dungeon-6-lohk-level-up/ )
What kind of makes me nervous is the combo of “Can only be used once per dungeon.” with the wording “cancelling either other effect that is already active” in the same item description. That kiind of would mean that other people might have such effects in place already (since clearly we can’t use this staff to cast the “cancel flight” effect and then later on dispell the “cancel flight” effect later on in the same dungeon.
With Lohk’s cane we can actually use the staff twice in a dungeon. Or once for no charges. It was a useless inventory occupying junk weapon before we had a staff, but not anymore.
I thought I remembered that Lohk can somehow do wand (and possibly staff, too) uses without actually using the wand/staff somehow, but I couldn’t find it last night.
I drove myself crazy, searching through all the skills she has atm and all the skill she still can get, but other than “Charge Wand” and “Wand Efficiency I” (and those are for wands only, not staffs!) I couldn’t find anything. Because I didn’t think to check her items.
Thank you so much for reminding me not only that I really saw that, but also where. I was all but ready to chalk it up to faulty memory and wishful thinking.
https://dungeoneyes.com/characters/ tells us, that Lohk has the ability
(Meaning is not, that this would be a “great wand”, but “she can master a wand”.) We used that ability with the death staff https://dungeoneyes.com/dungeon-6-turn-33/
On the next level-up, https://dungeoneyes.com/dungeon-6-lohk-level-up/, the new ability
could be chosen. So it is: Use ability “Master wand”. Wand is destroyed, Lohk’s level-up-abilities get a new ability which can be chosen, which is doing that what the wand could do.
Only it’s a STAFF, not a wand. So in order to gain this ability, we would have to get “master staff” at one of the next level ups, then have her destroy this staff and then use the next level up (or any other future one after the destroying of the staff) go get that unlocked ability for USE.
Kamau: interpose your way to wounded corn knight right above you. Drop your onions near corn knight.
Ricki: as free action, trade onions in your inventory for Molly’s lockpick and drop two lockpicks once near haybale rail. Scoop up what produce you can at end of combat and stash what you can in Molly’s packs.
Ricki, Daisy, Mac: hit wounded corn knight. Ricki, as part of combat, can feed Squirrel the cheese so he joins the attack
Lohk: get staff and join rest of group upstairs near haybale rail. Then go left.
LSN, I can’t edit the comment above anymore. But since you have clarified the cheese matter, have Ricki drop the cheese alongside the lockpicks, please.
It’s too late to do anything about this, but I feel like we probably shouldn’t drop the lockpicks now. If anything, we should be planning to drop them near the chests so that if we need to do any reconfiguration we can access all items at once. Unless we’re planning on having someone else pick up a lockpick next turn, there’s no real reason to drop the lockpicks now vs next turn.
Hey, isn’t that the first time Kamau counterattacked?
And he actually did that now while he was interposing?!
Finally!
I think we lately never gave him any serious weapon while he was interposing, since we thought it replaces attack, and is-not-an-attack, hence doesn’t go with counterattack. Now we could reconsider, but still, 20% chance isn’t really something to rely on.
LSN had told us counterattack can proc while Kamau is interposing and taking damage. It just never happened. And the cost (taking damage) wasn’t deemed as a good trade. So we keep him shielded.
The counterattack is something you need a *lot* of levels in before it can be effective. 10% ain’t gonna cut it. It needs to be up to 50%+, and of course that’s never gonna happen because people are going to be distracted by other shiny abilities.
Counterattack is not counterattack I and cannot be leveled further
Then it’s a crappy ability and should never have been taken.
We took it when kamau did all the fighting. Now we have good weapons for Ricki and more 2 party members and pets that do dmg, it was good idea back then…