Intermission 2 Page 7
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“What a touching moment. From the look of the two of you, though, if you’re headed into another dungeon, you might want to think about getting a little better equipped.”
“Yeah, all our stuff keeps breaking for some reason.”
“Well, MY stuff is always top notch. Why don’t you take a look at what I’ve got with me? If you’re short on coin, I’ll buy anything you have that you don’t want.”
“Also, let me make a few recommendations.”
“If you’re thinking of checking out the chapel, you might want to pick up some grave flowers. They’ll help you with all the undead that hang out there.”
“If you want to visit the warrens, I’d recommend some copper rings. You’ll just have to trust me on that one.”
“And if you’re ever not sure WHAT you’re going to need… since we’re such good friends, Ricki, I’ll let you borrow my lucky rabbit’s paw. For a price, that is. But if you’re ever in a pinch and really need something you just don’t have, you’ll be glad you paid. That’s a promise.”
Arrow – 2
Bolt – 1
Boots – 4
Bow – 10
Buckler – 8
Chain Armour – 23
Cheap Ale – 3
Copper Ring – 5
Crossbow – 25
Dagger – 3
Grave Flower – 2
Greatsword – 12
Leather Armour – 13
Longsword – 6
Magic Lens – 30
Oven Mitts – 4
Plate Armour – 30
Potion of Healing – 10
Rabbit Paw – 10
Shield – 20
Thieves’ Tools – 5
Torch – 2
Wand of Magic Missile – 40
Ricki and Kamau can buy anything listed here in any quantity they like, and can sell any items they’re currently carrying. Most items sell for half their buy value, except treasures which sell for their full value.
Ask for a line of credit or a tab
Propose that you borrow 10 coins with the Coin of Revelry as collateral, promising to buy it back at 11 coins if possible.(If Paws pushes it,allow bargaining to 12 coins.) Ifyou are unable to buy it back, then Paws is out nothing, as the coin is worth 10; if you are able to, then Paws gets easy profit.
Lots of options. Of the things I feel we can sell, I’d say the mugs and ale, oven mitts, and one dagger.
It sounds like the coin of revelry might have another use besides it’s consumed effect. Maybe offer it at a shrine or something? We are going to a temple next from the sounds of it.
Buying another leather for Kamau seems a bit of a waste since he can get a heavy armor skill later.
If we sell the useless stuff, and assuming sell prices round up, we’d have 11 gold plus the one we earned.
I’m thinking 2 grave flowers to start and a longsword. Something to help clear enemies faster.
I’m thinking the rabbits food is like an instant shop or something.
Could you share your math? It’ll help LSN (and us) know which items specifically to sell, and which comment to support
I think we should sell more since we (theoretically) will be picking up loot during the dungeon, and we did fill up our inventory completely + more.
Sell: 1 dagger, 3 mugs, 2 ale, 1 rusty longsword, 1 oven mitts = 19/2 gold = 9
.5gold + 1 = 10 goldBuy: 2 grave flowers, 1 longsword = 10 gold
Keep:
Go to: Chapel, because we can’t afford two copper rings yet (I mean we can technically, but I think the longsword is the play here)
About the .5 gold: Can we get 5 silver for that (occupying item space) or lent them to Paws (free of charge) or pay into our customer’s account for future purchase or something? If we really give it as gift to Paws, at least mention it, although I’m not sure whether Paws is that kind of goblin who would act on gratitude later.
There’s no point to holding the Coin of Revelry if we have no alcohol to use it. It’s a unique item, we’ll never find another one, but that doesn’t make it good – permanent equipment around that cost 10 is a major edge as far as I’m concerned.
This is my concern.
Just sell revelry. We can’t just say “someday we’ll want this more than ten gold” and stash it forever. Of the unique things in dungeon 2, we got the coin, we missed the Eternal Mug, and we missed the pet rat. That’s 1 of 3. If we can get one more unique item in the next two dungeons by buying equipment, then we have both equipment *and* a unique item, in trade for a unique item.
I say keep coin for now we can sell it later. My only concern about the pawning option is that if we find a time when we could have used it, we won’t have it and won’t be able to revisit the dungeon again to use it
We also won’t be able to use the Coin of Revelry without alcohol. I’m not averse to keeping the Coin if that’s what other people want, but keep the ale as well. If the plan is to take up an inventory slot doing nothing until we sell it later, then I’d really rather have that inventory slot filled with a buckler, or longsword, or greatsword, or something else that helps us.
There is more treasure out there.
Using the coin of revelry requires longterm drunkenness. As a character choice, that doesn’t fit Ricki or Kamau in my opinion. Also, situational items just seem less useful than general, reliable items. Also also, open slots in our bags is good for better loot from better dungeons.
With that said:
Sell the coin of revelry, all mugs and ale, the rusty longsword, the oven mitts, and a dagger.
That adds up to 20, assuming we can round up, and 1 more from the barkeep.
Spend that on a longsword, 2 thieves’ tools, and two grave flowers. Leaves us with 1 coin. If Paws will let us go into debt, get one more grave flower and owe him a coin.
Let’s head to the chapel!
With LSN’s confirmation that we round down, we just won’t have the extra coin here. So we shouldn’t try to get the extra grave flower either. Otherwise, this basically works.
Calculations/Musings:
We have
3 empty mugs = 1,5 coins (3*1/2)
2 cheap ales = 3 coins (2*3/2)
2 daggers = 3 coins (2*3/2)
1 leather armour = 6,5 coins (1*13/2)
1 coin of revelry = 10 coins (1*10/1)
1 pair of oven mitts = 2 coins (1*4/2)
1 pair of boots = 2 coins (1*4/2)
1 rusty longsword = 1,5 coins (1*3/2)
1 torch = 1 coin (1*2/2)
1 coin = 1 coin
so if we were to sell EVERYTHING, that would theoretically sum up to 1,5+3+3+6,5+10+2+2+1,5+1+1= 31,5 coins.
However, I would definitely NOT sell the leather armour, because a) that is one thing that Ricki can’t break and b) we just got her the “light armour proficiency”, which means that – together with her not being malnourished anymore – with the leather armour, her DEF value gets bumped up to 3, and she’s as “tank-y” as Kamau.
I also think that the boots are well worth keeping (I don’t think one more grave flower will make as much of a difference as e.g. not having to worry about zombie hands coming up from the ground – which could be the “chapel”s version of “broken glass” for example.).
So that’s 8,5 gold less, which means we could get 23 coins tops.
Therefore fancy stuff like wand of magic missile, plate armour, crossbow (plus bolts!), a shield or chain armour are out of the question. We could however, get some defensive gear. e.g. another leather armour (for 13), so Kamau gets one too (and one that we might be able to pass on to our new ally, once we get them. Since leather classifies as “light” even a mage or a cleric should be able to wear it, and we can buy some better gear for Kamau next “intermission”, if we get more money) or a buckler (that WON’T break for 8).
I’m very inclined to get some offensive gear, too, longsword (maybe even two? +2ATK, 6 coins each) would be a good investment, even a bow (10) and a couple of arrows (1 each) might be affordable, depending on what else we’d buy.
I’m also leaning towards the apparent consensus (among the people who posted) of going to the chapel and therefore get some grave flowers, too.
Therefore my suggestion (option 1) would be:
sell: 3 empty mugs (1,5), 2 cheap ales (3 coins), 2 daggers (3 coins), 1 coin of revelry (pawn, if possible, like Grub suggested; 10 coins), oven mitts (2 coins), rusty longsword (1,5 coins), torch (1 coin) and our first (and last) actual coin = 23 coins
buy: 1 leather armour (13), 1 longsword (6), 2 grave flowers (2*2=4) for 23 coins
In the end, the inventories/stats should look like this:
Ricki: Leather armour, longsword, 1 grave flower (2 empty slots)/ DEF 3, ATK 3
Kamau: Kamau’s hilt, leather armour, boots, 1 grave flower, (6 empty slots)/ DEF 4, ATK 4
I’d like to keep a torch or even the oven mits, but atm I think it’s crucial that we get better gear for both of them, and so far torches have been fairly common, so I am hoping we will be able to pick up one more of those soon. Also, +1 DEF for all kinds of damage seems more useful than +1 DEF just for heat based damage.
Therefore my suggestion (option 2) would be:
sell: 3 empty mugs (1,5), 2 cheap ales (3 coins), 2 daggers (3 coins), 1 coin of revelry (pawn, if possible, like Grub suggested; 10 coins), rusty longsword (1,5 coins), and our first (and last) actual coin = 20 coins
buy: 1 buckler (8), 1 longsword (6), 3 grave flowers (3*2=6) for 20 coins
In the end, the inventories/stats should look like this:
Ricki: Leather armour, longsword, 1 grave flower (2 empty slots)/ DEF 3, ATK 3
Kamau: Kamau’s hilt, buckler (can be passed to Ricki as needed), boots, oven mitts, 2 grave flowers, torch (3 or 4 empty slots, depending on whether or not the flowers stack)/ DEF 4 (5 against heat based damage), ATK 4
Here we keep the mits and the torch, buy one more flower and yet still end up with the same DEF values because the buckler is 5 coins cheaper than the leather armour (and it could be passed to Rick to make her even more tank-y, if she needs to be). Downside: we only have 5-6 empty inventory slots (4-5 after Ricki gets her thieves tools from “always prepared”) to pick up loot.
We might be able to clear up one more slot, if the flowers stack to at least 3 and we’d store them all on the same character, but alas, we don’t get to know that until after we have bought them. Also, it’s possible that the flowers have only a positive effect, if carried around with you, which is why I distributed them among Ricki and Kamau in the first place.
I’m not sure if that’s an option, but I’d seriously ask about how ‘RabbitPaw’ work.
First of all, Paws already shared a few hints, and he seems to do it again. It may be a very useful item. Is it reusable or consumable? Is its effect wish-like? Hold a rabbitpaw, think of an item, open a new unsearched chest, and believe it or not, the item is there! Etc. That would be so OP for 10gp, but who knows.
Then. He’s PAWS and that’s PAW. Coincidence? 🙂
..or his full name is “sells rabbit PAWS to every moron he meets” xD
Everyone talking about selling empty mugs, from How to Play:
No such luck. Mugs get us 0, ale gets us 1. No half coins.
EDIT: LSN has confirmed that we get to add total cost together before halving and rounding.
I’m kind of hoping that if you sell two items that would give you 0,5 coins you will get 1 coin for the both of them. Only if you sell just one item that gives less than 1 coin, it’ll be “your loss”.
If that isn’t the case, our options are -very- limited.
Sell: Coin of Revelry (10), Empty Mug x2 (1).
With the 1 gold from before, that’s 12.
If total cost can be accumulated across items to get a little more, then I’d also be for cashing in the empty mugs, but I think they’re worthless.Edited my suggestions with confirmation that we can accumulate total cost across items.Buy: Greatsword (12).
Rationale: Let’s go big. I suspect Kamau would deal 7 damage with a greatsword (3 base plus 3 for more than longsword plus 1 for proficiency) which would vastly increase the fights we can pick, and Ricki should be able to carry that big stick too. It might be weight 2.
I would rather hold onto the Oven Mitts as a point of Defense against anyone with a torch. Since they’re purchasable though, I’m less concerned if we lose them. Boots are also not critical given we’ve been able to identify most threats to feet, though some weren’t always avoidable.
I suspect grave flowers may be available in the Chapel, and would be consumable. I’d be open to cashing in more of our breakable and conditional gear for something more permanent.
This sort of transaction is really hard to combine across people, especially when the rules are unclear around rounding. I wonder if some kind of rating process would work, ordering our current items by how much we want to sell and the available items by how much we want to buy and then matching those together. I’ll split up my ideas to allow some degree of partial voting.
In addition to original post, sell Cheap Ale x2 (6), Torch (2), Rusty Longsword (3), Empty Mug (1), Boots (4) for 8.
Buy: Buckler (8).
This condenses inventory space, makes Ricki tougher, and gives us an option to hand off to Kamau if Intercede is necessary.
In addition to original post, sell Empty Mug (1) and Rusty Longsword (3) for 2, buy Grave Flower.
This clears out some consumables for one that will match the upcoming dungeon that I’d prefer to tackle. It holds onto accessories.
Greatswords are almost certainly two-handed, which is something of a problem for our poor one-armed Kamau. OTOH I’d be unsurprised if greatswords are more than 3 attack.
I was worried about that too… right up until Dungeon 2 Turn 50, where we saw the guard come in with a greatsword in one hand and a torch in the other. They use it two-handed in the climactic showdown, but that has been confirmed as cinematic (and it would’ve been dark if the torch wasn’t lighting the area).
From discord, take as you will:
Grub—Yesterday at 2:01 PMhey, @LoneStarNorth is Kamau actually capable of using a greatsword with his one arm
LoneStarNorth—Yesterday at 2:04 PMhe doesn’t have an ability that says he can
🙁
…that is unnecessary cryptic, especially since we don’t have confirmation yet whether or not great-swords are 2h weapons (they might be 1h, seeing how the guard in dungeon 2 was wielding both the sword AND the torch at the same time. But that might have been because the guard could have had said ability)…
I mean, by and large I get behind the principle that LSN doesn’t want to explain every little mechanism in the game to us in full detail, but wants us to find out stuff and try things, that’s actually part of the charm of his games. However, if he does choose to chime in, I would have hoped for a little more clarity. *sighs*
If Kamau can’t use a greatsword, then it’s a mighty red herring to give him Heavy Sword Proficiency calling out greatswords by name. This on its own isn’t enough though, as I did suspect that it was a flavorful backstory ability. Still, with the guard shown holding a greatsword one handed… If it is two handed, then I’d assume the guard was just carrying the sword openly so we could see it and he’d have to put the torch away to attack. This would have given us more of a chance to survive contact, by hiding in the dark. Still, why give him a torch at all then?
We can’t really know for sure until we have a greatsword-type weapon, like if we’d had the chance to grab the rusty greatsword last dungeon.
Even if Kamau can’t use the greatsword, Ricki can. We buffed Ricki to match Kamau’s defense, we could do the same for Attack.
Personally, I chose the boots over the mitts (in my suggestions above), because the bigger areas of broken glass in dungeon 2 had some chance to hurt our characters, even if we wrote “avoid broken glass”. Which innately did bear the risk that Ricki would hurt her feet (especially with her luck on % dice rolls) and Kamau would gain remorse and eventually leave the dungeon. The boots protected against that, in addition to the rat traps (and even would help Ricki, if we used Kamau to help her across the area of broken glass).
I’m not sure if broken glass will be an issue at the chapel (broken stained glass windows perhaps causing them?), but I would hazard a guess that we’d experience some kind of ground hazard similar to it, that the boots might help against, too.
boots description:
Of course, torches have been fairly common and we will likely encounter more of them (or maybe candlesticks) in the chapel, and therefore the mitts will most likely have merit, too, as long as enemies end up wielding them in combat against our characters.
At this point, it’s a guessing game. But my gut is telling me to keep the boots.
Note that Kamau could carry Ricki either way to avoid Remorse (though that never ended up happening with how timing worked out). Agreed that boots are generally useful, we did lose a hit point to forgetting to mention a normal trap. With a little gold to spare, I’d keep both.
I likely overvalue the oven mitts due to how they immediately helped, even though that fight had the only enemy to have used a torch. Those drunks were a visibility tutorial, too.
In addition to original post, sell Cheap Ale x2 (6), Empty Mug (1), Rusty Longsword (3) for 5.
Buy: Thieves’ Tools (5)
Selling a durable (if conditional) item for a consumable is a little annoying, buthaving a second set of Thieves’ Tools has the potential to go a fair ways. It also lets us be more aggressive with unlocking items, as having the backup means that even if we’re worried about another lock we don’t know about we can still go ahead and get immediate benefit as well as maybe not throw away the full set.Outside of my own suggestions for transaction, here’s my philosophy: We’ll find some stuff in the dungeon, like we have so far. We can either split our cash and raise our baseline equipment, or focus on expensive things and fill the gaps with whatever we find.
I personally think we should concentrate our equipment. Rather than giving both a longsword, we should get a greatsword, because even if that’s less total attack bonus (which it isn’t due to Kamau’s Proficiency – +2/+2 or +3+1) it gives us more power when we’re split up which is when we most need the boost. Empty slots are room to grow.
Another Leather Armor will probably be good as well; we’re hoping to find another party member. Even in the suboptimal case where we find lots of good armor (which would be a great problem to have!) we can sell the extra armor back, and up until that point we’ll have a solid +1 Defense to give us the freedom to push through challenges to actually get that treasure.
We’re incentivized to spend every last coin so we don’t have an inventory space taken up by loose change. We might start seeing cash in dungeons though, there was a bit hidden away with the thugs last time.
Lots of undead implies lots of combat. Strong enough combat that we may want specific consumables against them.
Sounds like there’s some way to enchant rings in the warren. Sounds super valuable, and maybe a reason to go to the warren after we get a bit more power so we’re more likely to manage those conditions. That, or kobolds want rings in trade for some reason. Or copper rings offer protection from something there. Who knows.
Instant shop? Author gives us whatever cheap item we would want most? Either way, very useful. But not now. We were just told what we want to buy for the next dungeon or two, the paw is expensive, and we still need basic equipment.
On coin of revelry: We’re told that it’s probably unique, and +2 attack for 10+ turns depending on alcohol is a pretty strong buff. And we sure don’t see other buffs like it for sale. OTOH, now, *right now* we can get +1 attack each with a pair of longswords. For 12 coins vs 10. And those aren’t temporary. Frankly, I say sell it. If last dungeon is any indication, power now that lets us not skip stuff is worth a lot in loot. Yeah it’s unique. So was the eternal mug we failed to get.
Also going to note that if we hadn’t used both magic lenses on basic mobs, we’d have way more gold to work with. Maybe think twice before throwing around 30 value single use items in the future?
Things we should definitely sell:
One whole coin! (1)
Mugs (0.5×3=1.5?)
Rusty longsword (1.5?)
=4
Things I think are worth more as money:
Coin of revelry (10) (see above)
Cheap ale (1.5×2=3?) (not so good without revelry)
Oven mitts (2) (awfully situational)
=15
Things we could sell if we really want that extra money:
Boots (2) (we’ve seen a lot of minor floor traps, and this lets Kamau operate seperate from Ricki)
Torch (1) (We could probably get another in the next dungeon, and Ricki can see in the dark anyway, but we could also walk into a fight with skeletons in the dark right at the start of the next dungeon)
Daggers (1.5×2=3?) (Mostly good for throwing if we get Ricki a longsword)
=5
Things we want but can’t afford:
Everything 20+ really.
Things we want and can maybe afford:
Thieves tools (5) (Worth many times their cost if we’re prevented from getting loot by lack of thieves tools. How likely is that? IDK)
Longswords (6)
Buckler (8)
Greatsword (12) (Maybe. It’s got to be at least 3 attack, which is the same cost/benefit as longswords, when compared to our current 1 attack options. And it could be more.)
Copper rings or grave flowers (5 or 2 each)
I’m against leather–we are absolutely getting Kamau heavier armor when we can afford it. A buckler might get replaced too, but it’s a lot cheaper for roughly the same benefit, since Ricki has a free hand.
Before making a plan, I have to admit that I’m unsure of the sell rules. KingMarth rightly points out “round down”, but “…can sell any items they’re currently carrying” sort of implies that the mugs they’re currently carrying are sellable. Can we add two half coins when selling a bunch of stuff or not? Maybe someone should ping on discord and ask for clarification?
On one hand, magic lenses give information which lets us confidently tackle problems, and what we learn is permanent (though some enemies never show up again) and doesn’t take up inventory space. On the other, they are indeed more valuable than the actual treasure we found and we can also learn enemy stats through combat.
I’m similarly torn on healing potions. If you can get by without one then that’s an extra 5 gold to spend and you heal to full between dungeons anyway, but running on low health is dangerous.
Now that we have some examples of what stuff is worth, that may factor into how we prioritize using items.
It’s always easier to “know what to do” in hindsight.
At that point, we were having problems with inventory overflow, also we had found 2 of them in quick succession, so the assumption that we might be finding more in the same dungeon still was a fair one.
Also, we learned information from the use of the lenses that might very well have been crucial to us actually successfully finishing the dungeon. (We might have attacked the bats, if we hadn’t known that they will leave us alone, if we leave them alone, which might have lead to more HP loss, Kamau leaving, the whole shebang,… Or we might have avoided killing the snales – which was crucial to restoring the ale flow – the main goal of the dungeon – so we could have been “not done” by the time the guard and the dog came around, if we didn’t know about the leeching alcohol THROUGH solid pipes. And things could have ended very badly for Kamau…)
So information can be very valuable, too, even if it doesn’t get us tangible equipment at that very point we are getting it.
But I agree, that if we find more lenses and we have the inventory space to keep them (along with everything else we want to keep), it’s worth to consider using them as valuable trade commodity, too (selling for 15 coins each).
For those asking: Your returns from selling are indeed rounded down, but it’s the TOTAL sale value that gets rounded rather than each individual item.
Thanks for clarifying this, LSN. 🙂
Here’s a thought. Coin of Revelry (10), coin (1), cheap ale x2 (3), mug x2 (1), rusty sword (1.5), boots (2), oven mitts (2), torch (1), dagger (1.5) would be 23, just enough for Chain Armor. That’d be +3 Defense!
Or we could sell all the stuff you mentioned minus the boots and the coin and buy the shield (for 20 coins).
I would guess it’s only +2 DEF (LSN allegedly said in the “talk about dungeon 2” that the barrel lid was a shield, and that this was one step up from the buckler, as you wrote in your summary) instead of +3 DEF, but on the other hand, we could hand it over to Ricki, which could be useful, if there are (enemy infested) areas that only she can enter again.
We also can sensibly consider getting shield/longsword/crossbow/dagger/heavy armour based abilities, now that we know we will be able to BUY the necessary equipment to go along with these skills, if we don’t happen to get it as loot from the dungeon. At least I am hoping that visits at Paws’ shop will become a regular thing in intermissions. And also provided we’ll be able to afford the expenses, of course.
EDIT: I swear I can do math. Ignore this.