Ricki gained the Trap Disarming ability!
Ricki gained the Spored ability!
Kamau gained the Shield Proficiency ability!
Kamau gained the Spored ability!
Lara gained the Poison Resistance II ability!
Lara gained the Spored ability!
Cordy gained the Mushroom Master II ability!
Mushrooms 1, 6, 7, 8, and 9 grew into Medium Mushrooms!
The Ground Floor Apartment has been built. Kamau gains +1 HP and can once again increase his bond.
The Tower has been built. Lara gains +1 HP and can once again increase her bond.
5 Gold Coins were earned through Labour.
All expended HP and abilities are restored.
Intermission 8 will begin next week!
Totally out of scope of this level-up report, sorry if you’ve read it already at Cordy’s level up page. I posted it late, so I thought I’ll move it here.
I really can’t wrap my head around Cordy’s Regrowth. What an odd skill, don’t you think?
This skill sounds utterly ridiculously useless, compared to all the others, like a face slap. Powerful companion is dead, here, have a mushroom. Even “Bud” makes some sense if taken with LoyalMinions (“Bud” means getting a free life-saving pet straight from turn #0, even if we didn’t have any earlier).. Regrowth, just, doesn’t.
Unless there’s something very special along the line of (re)growing mushrooms.. From various skills we can guess that mushies can grow. Could regrowth mean that we get an extra mushie that maybe, just maaybe, will be able to grow enough to be a new Cordy?
My guess is if mushroom continue to survive, eventually we generate another Cordy. It’s still a bit of a slap in the face but the idea is in the case of absolute total screw up its possible for Cordy to return.
Looks like it, yeah. Mediums already look like mini Cordies. Fungal apocalypse is coming up shortly
I think there’s just some bad level up choices, like Dauntless II, Drink Poison I, Dispel Ring I, or (insert ability you’ve argued against in the past). The general theme here is the idea that level ups think that 1 HP of healing is worth giving up substantial resources, though I agree that “once, on character death” is a new low.
best summary ever
I read it as, it promotes a little mushy into a clone of Cordy, possibly even at the time of death, though it isn’t clear on when and could be after the dungeon. Sure, it could require a mushroom pet to grow to its full size, but the fact that it doesn’t specify leaves me hopeful rather than worried. Maybe I’m just being optimistic, and granted it’s not immediately useful. It’s a pretty niche case. Virtually negate character death, I dunno.
There’s a skill that keeps Cordy around and kills a mushroom instead, and it’s called Loyal Minions.
I wouldn’t assume that “replace” works that way.
Huh, so spored says “counts as a mushroom.” I wonder if counting as a mushroom makes you also count as a plant for the nectar ability.
Mushrooms aren’t plants, they’re fungi. Different kingdom.
Yeah I just had to look that up. I was wondering if it was negative, but it seems fine. So far.
Dungeon wrap up stream notes:
– You can buy replacement mules. Only one at a time, but you can buy replacements.
– Parallel to the Rat Vault, not quite as short and not quite as hard a time limit
– There were only 3 stump crawler variants. Reasonable to be concerned. The contents were attacks, not actual other monsters.
– Helping bandits gave a bandit token, there was also a merchant pass.
– How Ricki helps people avoid traps: She must be with them. Even with the move to get over, actions happen at the same time so taking actions elsewhere may keep from helping. If they’re in the same room or Ricki moves from elsewhere to take action with them then more likely to help.
– Merchants know where the traps are and could have pointed them out if friendly with a merchant pass.
– Room 2 top chest one box. Assassins in bandit only groups were carrying spider venom glands, 2 each. Example of hidden items
– Room 3 small area: one box in the open, three chests: left unique item Merchant Robes +0 Def but +1 per full stack of coins up to 3 (worse Comforting Weight but would stack) and every non-self-inflicted point of damage has 50% chance to drop 1 coin. Middle: Thieves tools plus unique sticky gloves, when using Steal gain 1-3 gold coins even if you don’t steal anything. Right: wand (new but not unique, so will show up later).
– Explosive bolt couldn’t kill stirges without them retaliating, but a ranged attack from past the wolf might have baited them to attack the wolf as closest target.
– Light Armour Proficiency does work with robes. Not strictly better than Cloth Proficiency because you need an armour item for the bonus while Cloth works without armour.
– Room 4: Last unopened chest had 3 boxes. There were 4 total spare boxes in the dungeon and we could’ve kept any extras. Stumps were two with bees and one with centipedes.
– Triple locked chest had a pet (not a pet Stalkroach). Could show up again later from pet master eggs.
– Snale item gave extra dodge chance against drunk targets
– Rewards were either pet egg or pink ribbon pet item which could be equipped on more pets than just dogs
– Explosive bolt was loaded first in trapped chest, trap disarming could have looted by not triggering on chest open. Those pressure plates were only wired to the chest and wouldn’t explode. Tripping three plates and opening the chest would be 12 damage in one turn…
– Everything is already decided, even if it isn’t decided yet
– First wave has 1 dire and 3 regular wolves, second would have 5 regular, third 1 dire 4 regular…
– Could have knocked out everything
– Could have knocked out early bandits to let wolves eat merchants in the first room.
– Could have knocked out all remaining bandits (or let wolves eat them) if failed to losing 3, and could still get paid by merchants
– Once a target is knocked out, they can’t be killed by anything else. All that matters is how each was defeated.
– Boxed goods are loot boxes, d6 of what to get. Boxes could contain items heavier than the box.
– 3 Raw meat – animals liked boxes, wolves would try to eat them
– Potion of Greater Healing
– 6 crossbow bolts
– Crossbow
– Siege sword (not seed sword)
– Enchantment scroll, one of 6 types
– Wild animals wouldn’t really take sides. Could still potentially trigger infighting (toss raw meat at squirrels to bait land eagles over?)
– Cannot use multiple enchantments on the same weapon, though multiple different means of improvement could impact the same weapon
– Crossbow enemies were “very clearly” looking to the side – Enemies looking to the side are more alert than ones looking straight at the camera.
– Once you target enemies for combat, they can act immediately. Otherwise, could just be alerted (!) on entering sight on watch.
– Trap Disarming couldn’t have disarmed the explosive plate unless it was disarmed before fighting the guards on the same turn they were activated.
– We keep entering dungeons with full inventory. Could’ve trusted that we could find gear, especially since there are known humanoids. Can take out more treasure that way
– Holy water wouldn’t do anything with shield bash. It doesn’t let the shield be used as a weapon, it gives an attack bonus with the shield. (Similar to how the spear is a weapon with a bonus to defense)
– Bonus goals for dungeon? Clearing the dungeon with 0 defeated people of your faction (not even knocked out by you) could get a bonus but that is very hard
– Dire wolf attacks the biggest target even if the smaller target is better armed. Hobgoblins are bigger than humans with the ears.
– Favourite part of designing dungeon – not picking out equipment for everyone. Picking out weird forest creatures, like land eagles. In a past game, a party got a pet stirge…
– Ray of Frost and Venomous Sting can’t trip pressure plates since they’re pure magic, but we can always toss random items on them. A single gold coin might be too small, it depends. A single crossbow bolt, a bandit token…
– Wand of death touch can’t be used in place of lock pick to open a chest.
– Preview of next intermission, on stream only! It’ll be a doozy, Intermission 8 might be longer than dungeon 8…
That preview is a masterpiece!
MerchantRobes on Ricky would mean +2Def/stack. Hm. I didn’t expect such combos based on a single source.
As always, thank you very much for the summary (even if I try to catch the twitch recording myself, if I can, it is always helpful to have things written up so neatly and organizedly). 🙂
And I love how you put ““very clearly” under quotation marks.
On the topic of carrying more loot out: Assume that every inventory space we fill at the start of a dungeon with non-consumables will cost us around 5 gold in loot we can’t carry out, or up to the cost of that gear if we need to leave behind stuff we brought in. Now that we can actually do things, we will find more random stuff than we can carry. Low value stuff gets us around 3 gold per slot (longsword, plate armour at 15 for 5 slots), shields are still the best at 10 gold sell price for each which is on par with actual treasure, and anything we can use later (tools, potions, lenses, smiffable armour) is functionally full price as loot since we don’t need to spend the money to buy what we find. A surviving mule makes heavy items more valuable by not taking extra space, but we saw what can happen there.
Note that this does mean that we’re sort of paying 25 gold for every dungeon where we bring Kamau’s plate armour. This is correct-ish, because 25 gold is worth saving 6 HP almost every turn (or at least until we scrounge enough gear to make up the Def; this dungeon even had plate!). We still need to survive, we can only use the empty inventory space on loot if we can complete enough of the dungeon to get loot. Was it worth the lost gold to bring the wand of fireball and never use it?
Plus side, we didn’t outright lose gear this dungeon, which we have before.
End of Dungeon inventory, for posterity:
Shocking Swiftblade
Wolf Hide Armour
Magma Shield
Wand of Fireball
Purse – 14 gold
Thieves’ Tools
Box x3
Ring of Aggression
(Kamau’s Hilt)
Plate Armour
Heavy Shield
Owlbear Talons
Shield
Box x2
Ring of Protection x2
Greataxe
Bat Hide Armour
Box x5
Potion Bandolier
Ring of Aggression x2
Helmet
Owlbear Cowlwear
Shield x2
Crossbow
Silver Ring of Aggression x2
Total loot: 14 gold, owlbear talons and cowlwear, 3 shields, potion bandolier, crossbow.
Total items lost: potion of greater healing, mule.
Not to mention another spent corruption on Lara as well as the potential loot we could have had with Molly (plate).
I think we finished at a loss loot-wise. We were overdue for a bad run but at least no char died.
We learned more and can look forward to next dungeon (and no Cordy).
It ain’t loot until the dungeon is over and it’s still in our hands. This isn’t exactly bad, shields are one of the most space efficient items for value outside of actual treasure at 10/slot sale value. Not an actual loss (especially since we found the potion), but yes, much less than we could’ve gotten.
Was Daisy getting spored forgotten?
I recall she got the hit by the “all characters” nerf during the farm so pets also count as surviving characters for Fungal Friends, right?
Daisy is a pet. She can’t have pets of her own.
We can now see that “Spored” is “Counts as a mushroom” in the character pages, which make Spored on Daisy very relevant even if petpets don’t exist as it provides immunity to Death Spores
LSN confirmed on discord pets don’t get spored, which makes the prospect of taking non mushroom pets moving forward quite a bit bleaker.
Wait if there are no petpets, how can we get petpetpets?
Who knew a “Rat King” was a real thing?
https://www.youtube.com/watch?v=YSBEoAXRHnU
Dungeon 2, turn 44 comments. Reprised in dungeon 4 turn 1 when we fought our first rat king.
Big difference between a rat king and a king rat.
That’s astonishing that you know so much and can pinpoint the exact comments in a website with thousands of them. Amazing ability to just remember it like that.
For future reference: I remember that it happened and the rough context, but I do need to go looking through the archives for page references. Google search indexing is hit or miss for these comments.
So far we have been able to keep Dungeon Eyes in the Top 100 even during this post-dungeon-holidays. Let’s keep it there: https://www.topwebcomics.com/vote/26944