My first win on my second play on my journey through Reachport in my quest to bring down King Tritus in his underwater lair. I was surprised at how much planning and future thinking choosing your dungeon order might be.
Lessons Learned
My first game I attempted I thought perhaps rolling two Bad Dice (the black dice) would be a bad thing to start with… and I thought that the developer of the game was being tricksy, so I decided to attempt Bries Baubles first since I assumed that:
- It only had one Bad Dice, so that would make things easier
- It had weaker enemies (the cultists) so killing them would be quick and easy
- More Enemies meant extra XP so I could try and get to my first white dice faster
- Mira’s Ability Trick Shot would come into play allowing me to quickly get to the middle and pick off the cultists one by one
Oh boy, was I wrong! I rolled + on the first three turns resulting in a very swift 12 points of damage. Oof. Lesson Learned.
The second game I played a lot more carefully.
Shipwright
I decided that the shipwright would be a better place to start. Sure you roll two Black Dice each turn but I quickly learned that is not quite a bad thing since it lets you move to the baddies faster. In this case, there was only a single Corrupt Merfolk which was taken down rather swiftly thanks to Mira’s Trick Shot. Leaving with only 7 XP but a lot more health was a much better start and gave us our first weapon, a new Short Bow.
Coral Outpost
With the same logic in mind, I decided to tackle the Coral Outpost next. More dice meant faster kills which would free up the map for easy exploring. This time around things were much tighter and I took damage a bit more frequently thanks to the Corrupt Merfolk’s special ability. However, their ability also ensures that you have the damage with ‘s coming out frequently. Once they were cleaned up, the rest of the dungeon was mostly a cakewalk except I had a hard time getting lucky to grab the key. Success as another 10 XP would help me unlock my first extra dice, a new Greatsword, and set me on my path to glory against King Tritus.
Brie’s Baubles
Brie’s Baubles would prove much easier this time with the extra dice and a few lucky rolls (and coins to manipulate some dice rolls) allowing Mira to mostly avoid damage and unlocking our first Artifact (Elder Salves, which we ended up never using), another Good Die, and even an extra reroll
Inverted Tower
The Inverted Tower seemed more daunting with the entire thing being Underwater, preventing ranged attacks and our Trick Shot, but with all of our extra gear we were quickly able to dispatch our first Merfolk before taking damage. The second Merfolk required some planning so we didn’t accidentally end the run too early… but a slow but steady path around the outside allowed us to Trick Shot back to the center and take no more damage and ultimately net a few extra XP points. Here we unlocked another dice, range boost, our most important upgrade, the Shadow Cloak!
Submerged Palace of Byss
Finally, in the Submerged Palace of Byss, we found out if our preparation was enough. With 6 dice and a way to negate all damage for an entire turn (if the dice gods allowed) we discovered that Mira was very fast only slowing down for Underwater traps. She was able to dispatch both Merfolk before they could amp up the damage thanks to the Shadow Cloak. With a few health potions to spare and Elder Salves in waiting, even a few bad ‘s couldn’t really slow down Mira as she quickly dove Underwater through the Tunnel to ultimately take out King Tritus once and for wall.
With a lot of coins to reroll Mira was prepared for a daunting escape but luck was on her side as the Underwater traps, despite being hurdles to overcome, also allowed her complete control over her good dice making filling in the entire map for extra bonus XP a piece of haunted pie.
The Final Result of Mira Haunted Ranger vs Reachport
50 XP.