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Baldur's Gate 2 No-Reload Challenge


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#4326
Gate70

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PPewt wrote...
I can definitely understand not wanting your player/character tanking, which is why I personally prefer to set it to a class which is generally unlikely to die (sorcerer is by far the safest, a cleric or cleric/ranger is good too). It just seems like a waste to play a fighter/mage, the ultimate frontline combat class, and not actually use it as a fighter/mage

I guess F/M is a class I don't actually know very well. While I can see the frontline capability my approach has been to unload the likes of greater malison, slow, emotion then whatever else I have memorised for the expected encounter, and this generally helps the F/C. As Grond0 has mentioned, the two races/classes were planned to maximise our game-life with good saving throws and high hit points.

I'm not convinced a sorcerer would be the safest choice bearing in mind we've been through BG1 where a sorceror can be very fragile for a long time. Multiplayer also demands a different playstile to a single player strategy (at least I find it does because the more you pause the more the game lags and you then have to pause again and it lags and then you pause, it lags and somebody dies!)

Thanks for your comments about liches.
Corey, we're pretty much doing as you suggested but Peer does appear keen to take risks I wouldn't (blatant lie: my protaganist did exactly the same & worse in our first run!) I think there is an element in multiplayer that runs along the lines of "what the beep is he doing now" because no two players will have identical approaches to every encounter.
PPewt, all fair points but we'd not got any of those items so Nawgrim was a total spare part when the lich used improved invisibility to prevent targeted spells and the only level 6+ spell available was pierce magic. Comment was more a reflection of this - we took several attempts last run (cavalier/blade) before being forced down an improved invisibility melee solution.

Modifié par Gate70, 07 mai 2012 - 08:52 .


#4327
corey_russell

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Coremonk the level 9 monk - micro-update

The party wanted to relax at the circus, but found out their was a problem there. The potentially hardest part was the big room with all the werewolves and shadows, however, Jaheira had true seeing running, so that made it much easier and safer. Kalah of course, could not survive Coremonk's onslaught.

We decided we would take care of Mencar Pebblecrusher early. Yoshimo "threw" two of his special traps into the room. We also laid two by the stairway and also 3 downstairs, just in case. Aerie opened with web and stinking cloud, Jaheira 2x entangle. Minsc used his bow, Coremonk his sling and Yoshimo his bow. Aerie also threw in a fireball and Jaheira threw in plague of insects. Mencar eventually broke free, only to be held by Aerie. He duly fell. Pookie however managed to charm Minsc! Yikes! But via melee finally took down pookie. The party then went downstair to wait out Minsc's charm. Success! Sort of...Rennan Risling got away, despite our traps downstairs...boo...oh well my PC is not a fighter/thief so not quite so important. The full plate was welcome upgrade for Minsc. The cloak of non-detection went to Yoshimo.

We did a minor insult to Corvale, but he couldn't take a joke so we had to take him and his buddy down. We looted Galen Bayle's place.

We also dealt with a little slaver problem at the Copper Coronet. The individual guards were easy. For the beastmaster and friends, Minsc managed to charm a panther and winter wolf. He sent them to distract the beastmaster. Then the party moved to assist with things like slow and insect plague. Coremonk took a little beating from a bear, but he made sure not to die, and gave as good as he got. Once the beastmaster fell, we freed Hendak.

We got ambushed by Suna Sunei -- with insect plague, slow and chaos, their resistance was completely broken - a lot of the enemies were being one-shotted by our group.

Another group of enemies, a call lightning was effective, another plague of insects as well (I love druids for BG 2). We agreed to save Renfield. But when we hit the docks area, got ambushed by some Cleric of Cyric. The cleric managed to hold Minsc, but Jaheira hit the cleric with insects, so his death was certain.

When we next hear from Coremonk, he will have reached the strange orange building in the docks...

#4328
Gate70

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Sounds like the insects are going to help your run along nicely.

Nawgrim/Gate70 and Peer/Grond0. Session 14 (run time 1h. Total 24h)

Liches.
Nawgrim has Azuredge and Improved Invisibility neither come to anything below though...

The Crooked Crane lich is first, disrupted by the mace. Nawgrim gets Daystar too. The second guardian lich is next, again destroyed with the mace. Cowled Wizards convene on us as we knock a door in the docks. Kangaxx gets a double dose of the mace and the job is done.

Mae'Var
We grab a gaudy amulet then kill Rayic Gethras.

Reloads: 0
Near misses: 1 (Planar Sphere Argrim ambush).
Peer Resurrections: 3 (de'Arnise courtyard, Planar Sphere halflings, Planar Sphere Argrim ambush).

Grond0
Peer, dwarf fighter 12 / cleric 12. Tank.
765 kills (+20 this session), Kangaxx.
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Gate70
Nawgrim, gnome fighter 12 / illusionist 12. Protaganist.
424 kills (+3 this session), Thaxll'ssillyia.
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#4329
PPewt

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Fair enough about BG1: a sorcerer is paper in it. However, if you are having troubles with a sorcerer dying in BG2, it's because you memorize too many offensive spells. Personally almost all the spells I memorize on a sorcerer are abjurations or illusions, and I'm probably about to be 2 for 2 on no-reload runs with a sorcerer player character (unless melissan or something is a lot harder than in vanilla... according to the manual balthazar is vanilla, and I'm already done sendai and most of abazigal's lair although I haven't written it up yet; usually I'm around one session ahead of what I post).

Fighter/Mages are basically fighters with tanking capabilities, so much so that I personally can't stand putting non-mage classes on the front any more (my fighter/thief with -13AC, carsomyr magic resistance, and more hardiness than she knows what to do with goes down almost instantly compared to a fighter/mage). It's nice to have a few offensive abjurations on them to speed things up (especially in SCS, where you only get one HLA of each type rather than merging them with level 9 spells, which means you can't just spam alacrity all the time) but for the most part if it has a cast time of more than 1-2 rounds and is an in-combat ability (ie not an ability like Globe of Invulnerability which you'll always prebuff) you really shouldn't be using it. I gave a buff list in my most recent update: try it out at some point.

With regards to my sorcerer, here's what my spells look like currently, (listed in the order in which I picked them) if you're interested.

Magic Missile
Shield
Identify
Chromatic Orb
Spook

Mirror Image
Resist Fear
Web
Blur
Vocalize

Dispel Magic
Skull Trap
Remove Magic
Spell Thrust
Slow

Stoneskin
Spirit Armour
Improved Invisibility
Minor Sequencer
Fire Shield: Red

Breach
Spell Shield (you don't need this in vanilla, since enemies don't cast abjurations against you. However, it is insanely powerful if you're using any sort of caster AI mod like SCS)
Spell Immunity
Lower Resistance
Shadow Door

Improved Haste
Pierce Magic
Globe of Invulnerability
True Sight
Contingency

Ruby Ray of Reversal
Khelben's Warding Whip (skip this if you aren't using a caster tactics mod, you don't need it. Mordenkainen's Sword would be a strong replacement)
Spell Turning
Spell Sequencer
Protection From The Elements

Abi Dalzim's Horrid Wilting
Spell Trigger
Protection from Energy
Pierce Shield
Incendiary Cloud

Chain Contingency
Spellstrike
Time Stop
Wish (I only picked this in case I need it against melissan... might turn out to be a waste of a slot, but you will use Chain Contingency and Spellstrike so much that having anything other than the first three isn't a big deal)
Spell Trap (this would be much higher on the list if not for the fact that you get 1/day from Staff of the Magi)

Modifié par PPewt, 07 mai 2012 - 06:10 .


#4330
Gate70

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Nawgrim/Gate70 and Peer/Grond0. Session 15 (run time 1h4010. Total 25h10)

Mae'var continued
The remaining tasks are soon completed and Mae'var is a mangled corpse in our wake.

Windspear Hills.
Finally got rid of the acorns. Into another temple, where we kill a bunch of hobgoblins, kobolds and a/the ruhk. Golems, undead. No problem. chat crashed so remainder played in silence.

Vampires surrounded Peer so Nawgrim used Daystar Sunray. Peer attacked lycanthropes with Nawgrim tracking him without paying attention trying to kill skype session. Noticed in time and positioned back to safety.

More golems, adamantite proving difficult but Azuredge earnt it's keep. Tazok and Chieftain DigDag are next, malison and slow sealing their fate.

Reloads: 0
Near misses: 1 (Planar Sphere Argrim ambush).
Peer Resurrections: 3 (de'Arnise courtyard, Planar Sphere halflings, Planar Sphere Argrim ambush).

Grond0
Peer, dwarf fighter 13 / cleric 13. Tank.
857 kills (+92 this session), Kangaxx.

Gate70
Nawgrim, gnome fighter 13 / illusionist 13. Protaganist.
451 kills (+27 this session), Thaxll'ssillyia.

Modifié par Gate70, 07 mai 2012 - 10:57 .


#4331
Krazy Solo

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Update on Inveeme...

Circus was easily cleared as always... Are we not surprise... Manage to pick up contigency scroll off dead thief after vampire altercation. Entered Chapter 2 picked up Nalia dropped Minsc. Proceeded to clear the Slavers, when something out of the norm happen. Managed to get trapped near the beastmaster couldn't move due to the number of animals surrounding the party. Unfortunately for me haste wore off just prior to the battle starting leaving my crew in a pickle situation. None of the spells cast manage to trigger due to the interuptions happening. Saddly Nalia, Jaheira, and Yoshimo took critical blows that dropped their health to crtical lows. By the time Inveeme manage to kill off a few of the mobs the crew been slain. Leaving Inveeme to fight the horde alone. Unfortunately he fought bravely but fell to the sheer number of mobs.

Morale of the story never charge the beastmaster without haste on -.-.

#4332
corey_russell

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@Krazy Solo: just a tip, something I learned recently myself. If your PC can't go invisible, and you are surrounded by enemies and can't run away, as a desperation play you can place a web on top of yourself. There's a good chance large # of enemies will be held and give you chance to recover. In BG 1, Coremonk was held by a druid and was just about to be eaten dead by a bear and I webbed the party on purpose - this held everyone, but this is also the only reason Coremonk's run is still going.

Just thought I would mention it as an idea.

#4333
Krazy Solo

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@corey_russell: Had Jaheira casting of woodland succeeded the out come of that fight would have been alot better as the rest of party wouldn't have died so soon. Tried to transform nalia but the spell got disrupted. Was unfortunate that the range units got surrounded before I could move em back. Would have been alot simpler had I just fought my way to the Beastmaster the hard way than attempt a bull rush. It happens. Back to the drawing board.

#4334
PPewt

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Amkethran went without note. I killed all the mercenaries worth killing and chose a diplomatic solution with Vongoethe.

Sendai's Enclave started to get interesting, for a change. I forgot to bring enough gold to upgrade Carsomyr and Angurvadal, but it didn't make a major difference. The first few levels were predictably easy, but Odamaron caught me off guard; I expected him to be a single pushover lich (Vanilla but SCSified) but instead I found he had acquired a personality with some dialogue, two Skeleton Warriors (Bhaal temple strength, not vanilla SoA minions), and two "Apprentices": a vampire which could cast offensive Abjurations, and a Lich which was a formidable opponent in its own right (I'm not sure if they were actually a vampire and a lich, but those are the paperdolls they used).

Odamaron unleashed a bunch of Pit Fiends on me out of his gate, which I moved to clean up with some Horrid Wiltings after blasting away his protections. Apparently he's vulnerable to Horrid Wilting (every other lich I've faced has been immune), and died alongside them.

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After dispelling his lich minion's protections and having the rest of my party hack away at the vampire and the skeletons, I decided to unload an Improved Alacrity, which made for a really cool picture.

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Needless to say, the apprentice did not survive.

The rest of Sendai's Enclave went relatively without note. The priestess and her minions were slaughtered by the Purple Balls of Death, the mind flayers were killed by my Fighter/Thief wielding the Psion's Blade, and the captain...

Well, I decided to have some fun with the captain. I feel a little guilty about it honestly; nobody deserves to go through what he did. However, it made some neat screenshots. 1 2 3

Sendai herself was a very fun fight. On top of the images using the full power of SCS, two activate at the start and further ones activate whenever there are less than 2 on the field or after a certain amount of time.

The first Sendai, a cleric, went down to fighter/mages after a spellstrike and a breach.

The fighters (anyone who couldn't cast high level arcane or divine magic, that is) all went down nearly instantly and weren't worth noting. One was taken down by Sunnis, Prince of Earth, and the others by my fighter/mages or fighter/thief.

The mages put up quite the fight, and probably lasted the longest of any mages I've had to face (probably due to the fact that they stayed invisible for extended periods of time with no desire to cast anything which would reveal them, and that I was barraged by drow mages which needed breaching). They tossed a few horrid wiltings, fallen planetars and the like, but eventually went down. Sendai herself was easy.

Overall it was not the hardest fight so far (that probably goes to Irenicus in Hell), but it was certainly the funnest. Unfortunately it didn't make for interesting screenshots since it was basically a battle of endurance so I had to ration my spells, so any screenshots I took ended up just being giant purple balls of death glaring at one or two drow and a giant white orb of death.

Modifié par PPewt, 08 mai 2012 - 03:51 .


#4335
corey_russell

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Coremonk the level 9 monk continues his adventures - D'Arnise Keep
Traveling with Minsc, Jaheira, Yoshimo, Nalia and Aerie

First a quick revisit with my battle with Mencar Pebblecrusher - I forgot to mention that Coremonk got in a really bad bind - he was stunned 1/2 life, and Minsc was charmed. (see screenshot). it was looking pretty bad..however, Jaheira managed to hit Brennan Risling with Insect plague and after he backstabbed Coremonk a couple of times, he decided he had enough - lost the ring, but that's better than ending the run...needless to say Coremonk ran downstairs the moment his stun wore off to get away from the dangerous Minsc...

Back to the keep. I started my session, got all the way to the D'arnise Keep...then noticed I was almost full inventory! Yikes! I had to travel back to Athkatla to sell the junk we had - Nalia reminded us that Daelson is probably depending on us. Yeah we'll get to him soon as we can...

We return and then got to business. Minsc was using Lilacor and Jaheira an "excellent" club, though she switched to quarterstaff +1 whenever she needed a magic weapon to hit an enemy. Nalia using Tuigan's bow, Aerie an "excellent" sling, Coremonk sling of seeking, and Yoshimo an "excellent" short bow. The party mostly killed enemies slowly but surely...the game crashed twice while in this area, so I had to repeat some of this stuff...

We approached the Yuan-ti Mage on the 2nd floor from the North, after first clearing the two trolls near him - we were able to pull them all singly. For the mage, we gave what buffs we had for Minsc, which was very little but most important was chaotic commands. He charged the mage and activated berserk and got to work. I moved Jaheira up to heal him if needed, but this was a mistake as she got hit by confusion, dutifully moved into the thick of things and started whacking Minsc. Minsc ignored her at first, but then she got a hit in then he started whacking her...great...

So then I moved Aerie to be able to heal Jaheira, and then SHE got hit with confusion and chased the party! Grrr..so the party members in control of themselves went to room with the stairs and shut the door. Aerie at least was out of the way and couldn't hurt any one or be hurt herself.

Fortunately, Jaheira's high AC managed to make her survive long enough for the confusion to wear off with a sliver of life left. She ran to the first door but couldn't shut it in time. Minsc by this time had slain the Yuan-ti mage, and only 2 skeletons were chasing Minsc. Jaheira ran all the way down the long hall in the south to the room with the plants and shut the door on Minsc, saving herself. Minsc then slew the skeletons - no one died yay.
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The guardian golems were pulled on at a time, with no problems. As for the Iron Golem, turned AI off and Nalia shifted to Flind form and was able to safely kill the Iron Golem with the Flind's 2-hander.

For the Umber Hulks we put CC on Minsc, he opened the door and Jaheira pretty much cast entangle at his feet. Only one Umber Hulk came. Then Nalia moved up and shot a cloudkill in the center of the room - managed to kill the remaining 4 hulks.

As for Torgal, the party used the best buffs and ammo they had and laid into him. Coremonk got a surprising hit with his fist - 46 damage! Coremonk was getting whacked by a guardian troll so ran away and healed. Torgal and the 2 two guardians were slain without further incident.

On our way out of the keep, had the trolls in the audience chamber to deal with - Coremonk got another critical with his fist, 28 damage - he's going to be a juggernaut at high levels I can see.

We left the keep and Coremonk was made lord of the Keep.

Modifié par corey_russell, 08 mai 2012 - 06:59 .


#4336
Serg BlackStrider

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corey_russell wrote...
I moved Jaheira up to heal him if needed, but this was a mistake as she got hit by confusion, dutifully moved into the thick of things and started whacking Minsc. Minsc ignored her at first, but then she got a hit in then he started whacking her...great...


I'm experiencing the deja vu by now... Looks like it became a bad habbit for Jaheira to fall under confusion and whack her own commrades... I can expect that from poor-minded Minsc, but not from Jaheira. *What happened to you, lassie?* - I wonder...

Be careful, Corey! Stay tuned! :)

Modifié par Serg BlackStrider, 08 mai 2012 - 09:28 .


#4337
morbidest2

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There's never a Charm Protection Helmet when you need one Posted Image 

#4338
saros_shadow_follower

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Astarta & party, longest post ever (will be definitely when I add the pictures):

Traveled to Cromwell. Forged Poseidon's Wrath +5 halberd. This weapon grants 100% cold res, immunity to ADHW spell, has a 30% chance per hit to inflict 30 cold damage. A +4 ring for PC too (the rest have a +3 and +2 rings still, except Torham, who has two +2 rings because of his enchanted +5 armor (can't combine a +3 or higher protective item with another or with enchanted armor in IA - there are but a few unique exceptions). Forged a cloak +3 out of two +2 ones - will be needed later.

Went to Watcher's keep. Defeated a green wurm. That one uses poison, his melee attack diseases, and uses Storm of Vengeance and Horrible clouds (similar to Cloudkill, but much more damaging). At present party levels, all I had to do was spam Remove Magics under Alacrity with PC and simply watch the fighters kill the beast. Didn't even trouble to activate Criticals. Used a couple of ProPoison green scrolls though - on PC and on Jack Sparrow. Sorry - *Captain* Jack Sparrow.

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Several good items here. Short sword of Mask +4 (the other good piercing weapon  - this one for Bane), Boots of the Woodlands (like boots of Speed, grant Haste to wearer, but useable only by Rangers), Green Wurm scales (used those to forge a full plate +4, whnich grants immunity to Poison). Also a couple of scrolls - Wish, Hand of Undoing...nothing that great.

Having cleared WK lvl 3 beforehand, the party simply ascended to lvl 4 after receiving the Scepter of Radiance from Helm's Supreme Golem.

Lvl 4 - vanilla parts (or so I thought, and had to battle 3 elemental golems + 2 greater bone golems at once) cleared, including the Mindflayer area. Didn't go for the Gith - that fight's scary, party needs some more items before attempting it. Left.

Went to Underdark. Using the old squrrel's Wardstone, called a Guardian from the pits. He's easy to kill. Dropped a device called 'magical pull'. Didn't remember what was it for until much later.

Went to the Illithid area - the Master Brain. The monsters are almost vanilla, save from some Kuo-Toans, some Ulitharids and a maddened Dwarven warrior with the Ring of Fire Control. Nothing that unusual. The Master brain has some Brain golems and an Elemental golem, and casts Purge Magic on random intervals (5 rounds)? He didn't live that long, nor did his guardians (those were slain first). Although first Purge magic hit more party members than expected. Loot: The sling of Everard +5, but most importantly  - a third scroll of Improved Haste! Excellent. Now the party can forge a powerful item.

Back to Athkatla. Used 1 permanency scroll to forge a second pair of Boots of Speed. Used the 2 pairs, 3 scrolls of IHaste, another Permanency scroll and the Woodland boots to forge the Boots of the Ranger Lord (grant Improved Haste to wearer, not useable with UAI unfortunately). Oh well, Torham has an excellent pair of boots now.

Hmph. For the further upgrade of these boots the party lacks 2 items - the Gauntlets of Dexterity and the Gloves of Missile snaring. Paid a visit to Teshal first (how did I skip that in chapters 2 and 3 dunno). He's easy at present levels, despite the fact that he has a Skeleton Grandlord, and 2 more were in the random undead group. Loot - manual of Elaboration, Skin of the Ghoul (static), Gauntlets of Dexterity (static, vanilla location).

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Unfortunately, the Gloves are in the possession of the Twisted Rune. Well, back off for now.

Went to the Planar Sphere. Completed Marvella's final task. Used a bunch of very powerful summons (two greater djinnies - yeah, via Wish for Rest), the Guardian Golem inside the sphere, a Noble Spider, a Planetar (not very powerful, but needed for the Heal), and via a careful strategy, sent the fighters one by one in the fight while Alia was casting ProEnergy on them from a safe distance (fighter approaches her, she starts casting, fighter rushes in melee, she finishes casting although the fighter is miles away from her). Needed to speed things up because there is a neutral fighter in that mess, Pasha Mahmoud, who has to survive in order for the other Planar Sphere quests to trigger at all (not to mention he helps in the final fight). Astarta was well protected from everything and debuffed enemies successfully via Remove Magic (rakshasas, mariliths). Pasha even managed to kill the Noble Rakshasa  -stole a kill from the party. No matter. Loot from battle: Foreknowledge scroll, Monster Summoning V scroll (summons Salamander Nobles).

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Prepared contingencies carefully. Meaning ProMW, ProEnergy, Foreknowledge, ProElec. Should've prepared Spell Turning instead of ProElec. No matter. Prepared trigger with GoI, ProMagicalEnergy and ProAcid. Old one appeared, told his sad story, and proposed that we both challenge 3 grave liches. Ok. PC managed to cast Alacrity pre-teleport. Rest of the party held, PC's buffs dispelled upon entering. Contingencies triggered. PC drank an Invisibility potion, the three grave liches thanx to the stupid script started ALL to cast True Sight. OK. PC activated trigger, cast Spell Turning, ProMW and SI:Abjuration. Turning is important, else grave liches will start casting Larloch's Interruptor (5th lvl spell, deals 1d6 damage 4 times in a row, thus disrupting effectively casting for 1 round). Turning is nerfed as well, in IA v6 lasts only 15 rounds. Liches approached PC and the Old one in order to do combat. PC debuffed them (casting speed reduced by 4, it took only 6 casting time to release 6 Ruby Rays - 2 for each lich. And afterwards a Remove magic. Liches wasted their next round to cast ProMW. All of them. Remove magic under still running Alacrity. Next turn they also cast ProMW. In the meantime, the Old one started casting Improved Disrupt undead. Had to do something else he'd steal all the kills. Used CC to summon 3 Elite Trolls. Also tried killing one Grave lich by using the 3 7th level slots I could spare on Disrupt Undead. Got the lich to Injured. Doesn't work. Summoned a Greater Djinni and a Noble spider subsequently, those (together with trolls) managed to deliver the finishing blows to the remaining 2 Grave Liches. Got the Cloak of the Old One. And a Barbarian essence potion. And a new apprentice.

Oh yeah. Tried Wishing. Doesn't work in here.

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The new apprentice: Researched a new spell for PC. Needed items: History of the Chosen of Mystra (book - WK lvl 3, lying on the ground in the Demon Wraith room) and a Manual of Elaboration. Got a scroll of Recast Vital Energy. This spell offers a random choice of options. More often, it offers only 2 options, chosen between: Regeneration on the entire party (for 1 turn or a bit more presumbably), Mental Agility for PC(decrease casting speed by 1, lasts only a couple of rounds), Remove disabling effects on party, Heals party, adds 10% to PC's physical resistances(lame). However, necromancers have the benefit of (sometimes) getting a great variety of options, namely:

100% magic resistance on PC (dunno how long it lasts though)
long lasting regeneration for PC (lame)
Magical rest for PC (but this option, when chosen, cannot be picked again before resting normally)
Animate powerful undead ally - calls a Skeleton Lord to fight for PC, for 2 or 3 turns. Skeleton Lords have good resistances and immunities, and are valuable tanks vs many of the IA monsters or even bosses. Not good vs golems though. But vs anyone wielding slashing or especially piercing weapons... unkillable.
50% bonus to the HP of the entire party  - priceless, although doesn't stack with itself. Still, seeing the fighters to suddenly gain 60-100 extra hp is very good.
the listed above 5 choices (regeneration on all, mental agilty, etc.) are also present in the list.
RVE may also fizzle, causing a Skeleton Grandlord to appear and attack the party. This is annoying mostly because it pre-triggers contingencied spells.

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Some of the options stack with each other. For example,stacking several*Regeneration on the entire party gives thremendous boost to regeneration, which literally makes fighters to regain 100 or more HP per single round. Mental Agility also stacks, thus PC can receive decreased casting time by 9 (even though for a short time). The best use of this spell I've found is pre-combat buffing the party with 50% HP bonus, and several Regenerations, plus (as bonus) Mental Agility + magical rest for PC (and thus having a second shot with the spell in actual combat). The casting time of the spell is 4, thus it can be easily spammed under Alacrity, but it dispels all party illusions when cast, so careful timing is required nonetheless.

Ok, other tasks for my new apprentice. It seems he can create some Barbarian Essence potions. Great! Missing a vital component here. Oh. He still created some other powerful potions for gold though - 2 of Magic Shielding, 2 of Magic Protection. Also tells me he needs a Time Stop scroll for an important research. Where to find one...Ribald solds 0, other vanilla locations also negative. Suldanesselar.

Oh, before that  - PC needs a better cloak. Using the Scholastic cloak found in Spellhold, the Cloak of the old one and a +3 cloak, Cromwell forged the Cloak of Arcane Immortality, which grants 3 bonus to AC and saves, 15 to max hp, 3 hp regeneration rate/round, and also - can be used together with another protective item of +3 or better enchantment. Useable with UAI, but Jack has a +4 cloak...

But first...PC needs a better amulet. Have to tangle with Orcus.

Orcus, prince of the Undead, is on the 2nd level of the catacombs and requires Daystar blade. Nope. Decided not to pre-buff with barbarian essence potions. Decided to rely on Defense potions for the Riskbreakers, making them extremely hard to hit (even by Skeleton Grandlords), ProLvlDrain scrolls sacrificed here (3) for all the fighters except Torham, the R-C. He'd watch the battle from afar anyways, since Orcus' first deed was to Grave Silence him, thus Torham can't cast, and is vulnerable when his Iron Skins are peeled. Oh - pre-combat used multiple Recast Vital Energy spells for 50% hp and of course, several Regenerations. It turned out that under these conditions, and with good physical resistances (Riskbreakers have 65 via Hardiness + Chain Breaker Stance, Assassin-Fighter has 70 under Hardiness), the 8 Skeleton Grandlords cannot harm the fighters fast enough - the regeneration rate is simply overwhelming. Moreover, upon entering, 4 Elite Trolls were contingencied (2 Astarta 2 Alia), and Astarta was under Mental Agility (reduced casting time by 7 total) and entering under Alacrity, managed to summon a fifth one before conversation triggered. Those 5 trolls lured several Grandlords.

PC entered under SI:Abjuration, Spell Turning and GoI, but still Mass Invisibility was applied as well, so that Orcus would waste a round on casting it as well. PC was a spell (Ruby Ray of Reversal) magnet, otherwise Orcus might get the idea to start Breaching fighters, which is a no-no.

Torham rushed left, bypassing Orcus and heading out of his field of vision. Alia rushed right with much the same idea. This way only one of them could be Grave Silenced. Unfortunately - Torham the R-C. One Skeleton Grandlord followed him to do battle. Bad. Torham has only one +4 club. Grandlords are immune to +3 or lower weaponry. Torham, silenced, accepted combat one on one, while in the same time:

Astarta activated 8 Disrupt Undead spells, killing one Grandlord in an instant. In the meantime fighters have reduced another to Badly Injured with powerful +4 or higher crushing weapons. Astarta finished that one via her remaining 3 Disrupt Undead spells. She retreated a bit far away from the enemies and watched (for now), ready to cast an occasional ProMW if she drew enemy attention. She didn't. Saros, Bane and captain Sparrow eliminated one Grandlord after another. Orcus gated in a Master Vampire, who in turn gated in 2 Vampire Brides. Orcus is immune to any weapon or magic while his 8 grandlords are still alive. Torham battled 1 far away, but still summoned a Greater Djinni from a ring, and afterwards a Noble Spider from the figurine. Alia Wished. Nothing great or even good from these wishes btw. No rest, no nothing. Mediocre stuff. Grandlords fell (Jack helped Torham for the last one, the grandlord was at near-death, but Torham had maybe 1 skin left), Only PC's spell turning was removed - that's how fast the fighters worked (Orcus had time only for Grave Silence, True Sight and one Ruby Ray of Reversal - 3 rounds)They also managed to kill the Master Vampire, when Orcus gated 2 new ones, and almost immediately afterwards several Skeleton Lords. Most importantly, he's vulnerable now. Melee, Remove Magics, Remove Magics under Alacrity - and he fell.

Edit: IA's Carsomyr, although not dispelling anything on hit, has its original (lost) bonus of 5 dmg vs Chaotic evil opponents, which makes it an excellent choice vs enemies who are not resistant to slashing damage.

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With the Black Blood of Orcus was forged the Lord of the underworld necromantic amulet, who offers even better protection than the Amulet of Hades, but most importanty  - PC may use it to summon a Skeleton Lord for 2 or 3 turns.

Also looted 7 Barbarian Essence potions.

Time for the Twisted Rune. Will not describe the fight so much, just several tips:

In V6, party starts all around the table where Shangalar appears. In the WORST possible order. Changing places in the battle order doesn't help at all. The R-C is in the worst possible place, very close to Vexaal's spawning point. He has to quickly escape before becoming target to either teleporting Shangalar's Grave Silence, or Vexaal's Improved Anti-magic ray.His place is in the upper right corner of the room. Unfortunately, micromanagement with summons blocking his way has to be very precise otherwise he loses precious moments, which may prove fatal.

PC has to move to the starting point ASAP. Being immune to Silence, she's the only one who can debuff Shangalar (Grave lich) without trouble. And in the meantime she has to be 100% out of Vexaal's field of vision, else she's dead.

One fighter is required to kill Shangalar. Vexaal will not shoot an Anti-magic ray at a pure fighter. Neither will Shangalar release Grave Silence on such a party member. Astarta cannot approach to cast multiple Disrupt Undead spells, because she'll fall into Vexaal's field of vision and...bye world.

The other fighters + Alia have to be in the upper right corner of the map. Alia should immediately Breach Shyressa (this time done via a trigger - fastest) and the 3 fighters should chop her to pieces ASAP.

Mages should be protected by Absolute Immunities! At all times! Layene's Twisted or Greater Twisted golems which she gates in fight with both magical +5 and nonmagical (offhand) weapon, and their hit dispels specific protections and applies Miscast Magic on target. Luckily, those don't start with the original Rune, but are gated later.

Strategy (fulfilled excellently): Pre-buff with RVE and other buffs (multiple RVE + Mass Invisibility as final). Immediately teleport. Defense potions for the Riskbreakers may win the fight, don't forget the prebuff. Aura is cleansed while animation runs. Release powerful summons upon entering (Skeleton Lord, Greater Djinni, Noble Spider, Elite Berserker Warrior from Adamantite Horn of Valhalla).

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Use what's remaining of PC's alacrity to cast 3*Farsight spells, lighting the entire battlefield, for best control upon summons. Use the last microsecond to cast Limited Wish for NPP (Shyressa doesn't need more than that). After Shangalar gives speech, immediately activate last Riskbreaker buff, ChainBreaker stance.

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Micromanagement is essential, especially for the mages and the Ranger-Cleric - they have to move faster and with utmost precision/swiftness to designated places. Cast Alacrity with PC and Breach on Shyressa with sorceress.

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Cast 2*RRR and multiple Remove Magics to deprive both Shangalar and Vexaal of their starting and subsequent buffs/contingencies/promw etc. Kill Shyressa with alpha strike of 3 fighters (she wears a helmet, so criticals are best preserved here). Control summons so that Shangalar attacks either an Elite berserker warrior or a Noble Spider. Use second fighter (Riskbreaker Bane in this case) to kill Shangalar with Criticals! He has many HP, even under Criticals it takes a whole round to slay him. Watch his movements and use PC to debuff him immediately via Remove Magic if he manages to cast ProMW. Cast True Sight with R-C and load a CC of the sorceress with triple RRR spells. In this particular fight, used even the Greater Djinni to cast Oracle:

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Keep Absolute Immunities up(last pre-combat Alia buff was AI, and first after-alacrity Astarta spell was AI). CC should hit true, if Layene manages to hide after Torham's True Sight and before Alia's contingency, use PC with Oracle.

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Keeping Layene on defensive casting is important - first a summon has to be close by her at least until she casts her Absolute Immunity, thus wasting 1 round. Next 3*RRR should remove her SI:A, thus she'll have to refresh it (and she managed to hide and do it right before Alia's Remove Magic hit her).

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However afterwards she'll be unsupervised for a while, so Torham is best moved out of her sight (Alia is safe under SI:Div and illusions, still Layene tried Remove magic) else he'd be Breached. In the meantime, with Shyressa and Shangalar dead, the party fighters cluster around Vaxaal, killing him with Criticals. He uses Wondrous Strike, a special ability which inflicts damage of many types (magical or physical, not certain), fighters were under combat protections and ProEnergy, and regenerated very fast, they took little damage from that btw. Vexaal doesn't use Anti-magic rays on pure fighters.

Takes quite some time to kill him (2-3 rounds with Criticals) in the meantime Layene starts gating in Twisted Golem or even worse, Greater twisted golems. Gates them very close to arcane casters, so casters should at all time be under Absolute Immunity. Golems went for new targets  -one for a Greater Djinni, second for a spider. In the meantime, Vexaal died.

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Astarta could finally leave her prison, and she did so under Alacrity, and removed Layene's buffs (illusion, spell immunity, combat) in an instant. Oh yeah...killed Ravanek.

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 Then Layene was forced to think of self-defense. She didn't manage to cast another AI scroll, she had to use her always-beneficial cleat-wish. For Rest. She can't die before that's used. She died the round after. Her 2 Greater Twisted golems are quite the scare, being resistant to all types of physical damage and immune to all other damage, plus anti-golem IA spells don't work on them. Used Mordy Swords (sorceress), but the golems still took care of those in a round or even faster! Regeneration gone, refreshed Hardiness and other buffs, and thanks to Torham's Greater Restorations, the party managed to slay these two (and thanks to multiple Criticals too, although these golems are almost as resistant as the Mitrhil golem in Spellhold).

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Loot: Staff of the Magi +5 (IA tweaked to be +5 to hit, 1d6+5 damage, but doesn't dispel, doesn't offer Spell Trap, can be used only by evil mages, and permanently disables thieving and hide in shadows button - big deal, Captain Sparrow had those disabled a long time ago. An excellent crushing weapon, in many situations. The permanent ProEvil, the 2 bonus to saves and AC matter a lot in fights with multiple Purge magics. Gloves of Missile Snaring, Permanency scroll, Manual of Elaboration, Memory Boosting scroll, Blue Dragon plate, a +3 two-handed sword (hooray), a Monster Summoning VII for PC (double hooray, will summon Greater Yuantis...no). 7 AI scrolls (thanx Layene).

Cromwell: Forged the Warblade +5. This weapon allows some attributes to be chosen upon creation, PC chose the blade to be with +10 physical resistance bonus. It also grants immunity to Charm and Confusion.

Forged The Equalizer +3 (yeah, old news, forgot).

Forged the Improved Boots of the Ranger Lord. In addition to permanent Improved Haste, those now add +3 Dex bonus (good) and -7 AC bonus vs missiles (not very).

Suldanesselar: Killed some improved enemies. Some groups of not-so-scary golems, freed Dermin from her vanilla enemies, got the Girdle of Stone Giant Str (for Torham, at least now he has a belt and his str is 21 if buffs dispelled, thanx to the offhand Treefolk's Arm club +3). Killed Raamilat and his Ghost Spider (s)? turned out he had 2. Slain fast. Couldn't even chant one spell. Some ProMW scrolls and a +3 longsword here. Lost Jack and Saros when assaulting the temple   4 Horrid Rakshasas managed to dispel their protections via melee hits and then shower them with ADHW spells. That happens when one plays drowsy. Raised them. Thanx god no one was chunked.

However, Jack was almost chunked when facing the Harpist House's protectors - a Greater Elemental Golem and a Noble Rakshasa. The golem's purge magic dispelled only Torham's buffs due to quick micromanagement. However Jack was supposed to be knocked back by enemy's mighty blow, which also dispelled his specific protections, but rather because of narrow space, he was simply kinda stunned, and the golem brought him to 13 HP or so. Fortunately Torham managed to finish the Greater Restoration spell in time. The Noble Rakshasa was the first to fall anyway, and the golem had a couple of rounds to live.

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Some scrolls in here, including a Time Stop one. Great. Niz'dramaniyt will have to wait, party has a more urgent business.

Back to Planar sphere. The apprentice Morid started researching the time machine. He researched it and made 4 keys to use the machine with (a gold one - requires gold, a ruby one - 3 Bloodstone gems and a catalyst, the Crimson Ioun Stone, so it cannot be made before the Squirreled away quest is finished, a wooden one - requires Sandalwood from Bodhi's coffin, and an Amber one - a precious chunk of amber, thankfully had one extra because in Suldanesselar the Greater elemental golem gated in one Amber golem before dying).

Made these 4 keys. Using the golden key, summoned 6 skeleton grandlords, and killed them. Buffs are dispelled, so the battle is not so easy as described - still used summons to distract enemies while the party fighters could rebuild buffs. Got the bones of the skeleton Grandlord, and forged the last key - the Bone key.

Used the wooden key. Talked with 'good' Bodhi (before the exile). She promised to hide a bottle of wine in her house for me to find in the present. Found it, in the House of the Horn.

Used the bottle of wine, barbarian warrior's blood (Smaeluv Orcslicer from Mencar's party), 5 Jasper gems (yeah, right, don't throw away ANY gems in IA v6, at least sell them in several locations so you may buy them if need be), 6 scrolls of Neutralize poison to create 5 Barbarian Essence potions. Good.

3 more keys. Used the Ruby key. Talked to young Lavok. He told me of the force that would possess him, and where it would hide after he's dead. Turns out party had to travel to the Demon Vale once again using the Bone key, and to travel back with the Amber one. And had to face a Lesser force (something equal to a god apparently).

Much more has to be wished from such 'godly' opponent. The fight is long. And tedious. First a wave of 6 Skeleton lords. Seriously? Party is under RVE buffing (that buffs can't be dispelled btw, which is also excellent). Next a wave of six Balors. Again, seriously? A couple of remove magics and fighters chopped them to pieces. Oh, something more serious, a wave of six Grandlords. And party buffs are dispelled!. Good thing that Alia had summoned a Greater Djinni and Astarta - a Skeleton Lord. Those distracted the Grandlords, but the lord died. The fighters, with refreshed Hardinesses and Improved Hastes, chopped the enemies to pieces. In the end of that fight party was healed, and all their spells and abilities restored as if they'd just rested. Expecting that, a Noble Spider was also summoned, thus now the three powerful summoning devices could be used once again. Alia summoned another Greater Djinni and passed the ring to Astarta. Astarta moved away from the rest of the party and cast Alacrity and serie of RVE spells - one for Magical Rest. Great. Can summon another genie. Party buffs were dispelled. Astarta started refreshing Improved hastes on party from a safe distance, and cast ProMW, which the Lesser force immediately Purged. Good. Other party buffs are untouched. Enemy brought to near-deat, but released a Purge before dying. Bad. All fighters were purged. They refreshed buffs, then were knocked back.

The force doesn't use spells. Just Purge magic. Is enveloped by Field of Dark Magic which acts as a fireshield inflicting magical damage. After the first time it's brought to Near-Death, it knocks back all party members and summons, and deals some damage (Alia was far-far-far away from the fight, but still she was hit and rendered unconscious). Lesser force gated in 5 Greater Bone Golems, which all used Hideous Laughter. Astarta had cast Resist Fear before the force could summon these, so the fear effect was negated, but Alia was stunned. Still, summons attracted some attention, bone golems were slaughtered with criticals and crushing weapons, rinse, repeat, but Jack (and 1 more fighter) ate a Purge, and Astarta had no more Improved Hastes to refresh his. The riskbreakers had 1 spare still. Torham was frightened by the next wave. Astarta managed to travel to him and cast Resist Fear. In the meantime riskbreakers + Jack took care of the second wave of Greater Bone Golems. However at the end of this RVE's regeneration waned, and the party killed the Force relying on Greater Restorations from Torham for healing.

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Loot: Carmine Ioun Stone - 1 THAC0, 10 physical resistances (Necro only or UAI), 5 potions of Magic shielding.

That's it for the Improved mage stronghold quests. Have to obtain the Ruby of the Gods...

Traveled to Temple ruins. Used the 'magical pull' device on the pedestal which harbored the Sun Gem.  Got the Ruby of the Gods. Using it, Crimson and Carmine Ioun Stones, created Scarlet Ioun Stone: 3 AC bonus, 2 THAC0 bonus, 15 physical resistance. An item IMO totally wasted on a necro, but extremely good for a fighter-thief, or in this case, an Assassin-fighter. With it, and Warblade, Jack has 55% physical resistances, 95% under Hardiness. Not bad at all, plus the HP bonus is always good.

Bad thing is that now again Alia has no head protection, and Astarta had to rely on the King Strohm's mask again. Too many helmets, too few ioun stones.

WK lvl 4: Prebuff included Free Action on all fighters (immediately after Improved Haste of course), and RVE for multiple regenerations. Both CC include 3*ADHW, for quicker gith clearing.

Entered. Summoned all powerful summons (except Skeleton Lord, PC has other business). Bane cast True Sight from The truth's longsword special ability. PC cast three Farsight spells - very important as will be seen later from pictures. One on the entrance area. Killed some gith. CC killed few enemies, but still, killed some.  Forgot to re-set spells in PC's book so she could cast CC again. Oh well. Kept fighters a bit closer to the entrance, mages a bit ahead and summons with them. Killed some gith with fighters. Supreme Leader approached. Gave his speech. Cast True Sight. Oh no. PC's under SI:A, while Alia's under SI:Div. Most importantly, the moron took the bait (PC summoned a Skeleton Lord in the meantime) and attacked the clustered group of summons - the Elite berserker warrior, the noble spider and the Greater Djinni. Good luck with that. Fighters now quickly sneaked by him and deeper into enemy territory to the ship. Alia moved forward to clear the way via her CC with another 3*ADHW spells, while Astarta cast Alacrity and used her 12 Acid arrows and 12 Magic missiles as well as her 7 Rays of Fragmentation to kill some gith and damage a Coin golem significantly, clearing the way for the fighters to enter. Debuffed the Supreme Leader via 3 RRR and a couple of Remove Magics. Then tne two mages followed, leaving only the Supreme Leader to battle with the summons.

Killed a couple of Clay/Stone golems (thanx Crom Faeyr). Reached the 2 golem makers.

Attacked Hracknir (golem maker, produces clay/stone golems each round). Bad idea. He's immune to damage while Mlar (the other golem maker, constructs a Gem and Coin golem each round) is alive. OK Mlar. Time to die. Criticals with piercing weapons main, and he fell in a couple of rounds. Forgot to change weapons, turns out Hracknir is vulnerable to crushing damage, thus an Anti-Inquisitor appeared and even dispelled Alia's combat protective and specific protective buffs via his Torturous Inquisition ability. Alia had just cast Monster Summoning VII though, and used the Yuanti to distract the 2 Anti-Inquisitors (because in the meantime Hracknir died too). Fighters started killing gith/lesser golems. 2 more anti-inquisitors were near the Supreme Leader and together were killing the Skeleton Lord. Oh well. PC cast Alacrity, Foreknowledge and unleashed a lightning storm upon the first Elite Inquisitor. Meaning 2 sequencers with 3 Lightning bolt each, 6 more lightning bolts memorized, plus 4 Chain Lightning spells. Ops. Overdid it. Enemy died on the 3rd such spell. Continued releasing lightning bolts and chain lightnings on the second inquisitor. But the first bolts somehow rebounded and hit him hard too! He fell quick, but Astarta used up her remaining Chain Lightning spells, followed by Malison and 2 ADHW spells, killing all remaining gith. In the meantime via Farsight was seen that the Greater Djinni is almost dead, because of the Supreme Leader's GWW. Navigated him and successfully cast his ProMW spell, and he survived!

BTW Supreme Leader activated quite a lot of protections while battling summons. ProMW, stoneskins...even his Hardiness.

Fighters quickly eliminated the golems. The dangerous enemies are the anti-inquisitors anyway. Alia cast ProEnergy, Foreknowledge, Alacrity, and finally the Greater Djinni and Noble Spider were moved closer to the party. Spider was slain by the Supreme Leader, but not before Alia successfully unleashed her own ligtning storm upon the two remaining Anti-Inquisitors - a sequencer and trigger with a total of 6 Lightning bolts, and 4 more (she had only 4 3rd level spells). This however was more than enough to kill one anti-inquisitor and harm severely the second, despite the fact that they quaffed Insulation potions (but too late). Fighters chopped them eventually, but these are quite physical-damage resistant, so the fighters would have one hell of a tough time without lightning support. The Greater Djinni from behind cast his one and only Chain Lightning spell as well. Note to self: Remember to use the Staff of Thunder and lightning's bolts with UAI next time for quicker damage. Second note to self: Use more Limited Wishes before combat to regain all sorcerer 3-rd level wasted slots.

In the meantime, Astarta activated Alacrity and cast 7* Recast Vital Energy. Very bad. 3 times 'heal', 2 times 'physical resitances to PC'. Only 1 'regenerate' and 1 'powerful undead ally'. Well, the Skeleton Lord will help immensely. The party cannot use their regenerations anyway, since the Supreme Leader had cast Hardiness only a couple of rounds back. He breached Torham though. Afterwards the fighters dispersed, leaving the Supreme Leader to battle only a Greater Djinni and a Skeleton Lord. See him how he'll fare vs these.

In short, the party's well buffed, on max health, with many options, while the Supreme Leader is quickly running out of options and is even now facing an opponent which he cannot kill fast - a Skeleton Lord. Will have to wait his Hardiness to wane though, because he's immune to Breach. Party also used few criticals up to this point, and the leader doesn't wear a helmet. He's a good F/M though, so the party should plan for his Comet and 3*ADHW CC spells.

Conclusion of that fight: Looks that the Supreme Leader has more than 1 Hardiness, and is actually quite good at killing Skeleton Lords.  Summoned a bit more fodder, but he used a Death spell seeing 2 Mordy swords, an elite troll and a greater yuanti. Right at that moment the Farsight waned and the Djinni, without supervision, fell quickly (Djinni's all stoneskins were exausted, but he still has an amazing HP quantity and good regeneration rate, so basically he can survive by circling around, buying precious rounds). Party's Free Action waned, making it possible to refresh IHaste. The party counted rounds and attacked the enemy under Mass Invisibility near the time when his hardiness would wane. (8th round or so). Enemy under heavy barrage managed to cast True Sight! But right at this point his luck ran out, and party fighters activated Criticals, taking him out in a single round with heavy hits. Poor guy couldn't even activate his Body Equilibrium.

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Edit: Please note Torham's miss on a roll of 17. He wields +4 Rimed Club mainhand, and although he has a base AC of 3 (being an 18-th lvl ranger) his current base THAC0 is -2 thanx to the Holy Power buff + Helm of Balduran + Aid spell. Moreover, he has 25 str and all bonuses applied by it (+7 THAC0, +14 dmg). Weapon bonus to Thac0  is 4. He also has equipped the Gauntlets of Weapon Expertise, and has **in Clubs, for 2 more THAC0 bonus. This means that his THAC0 with main-hand is -2-7-4-2 =  -15 at present. And he misses on a roll of 17. That's some enemy AC.

Loot: Gesen's Bow Shaft (of course, NOW, when it would be most useful in this fight vs the Inquisitors), Angurvadal long sword +4, lock of cloud giant's beard, some other not so significant items.

Most importantly, now the way is opened to the 5th lvl of WK, and also to the lairs of Saladrex and the Demilich. But this post's getting too long, will write in a next one.

Modifié par saros_shadow_follower, 09 mai 2012 - 08:12 .


#4339
corey_russell

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morbidest2 wrote...

There's never a Charm Protection Helmet when you need one Posted Image 


The party has exactly 20,000 gold. We intend to purchase the fortress shield for Minsc, and he will use the FoA primarily. The very NEXT purchase? Charm Helmet for Minsc. When he's in the party, he's always the first to get one in my runs. Even a few times Minsc being charmed is a few times too many...

#4340
Gate70

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corey_russell wrote...

morbidest2 wrote...
There's never a Charm Protection Helmet when you need one Posted Image 

The party has exactly 20,000 gold. <snip> The very NEXT purchase? Charm Helmet for Minsc.

Speak nicely to Tarnor the Hatchetman instead and save your gold for something else.

#4341
corey_russell

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Gate70: Tarnor only has one charm helmet. I need at least two: 3 people can use the helmets, one person will use SoH though, just need two. There is one in the Harper's hold too, but Yoshimo will have to use a thieving potion to get that one. Hmm..guess I could save my money...

#4342
Gate70

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Fair enough. Is Minsc not likely to have Lilacor. edit been checking, also Adjatha in the planar prison. Blackrazor and Staff of Magi also protect vs charm but both far too late to be much use.

Modifié par Gate70, 08 mai 2012 - 08:35 .


#4343
corey_russell

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Lilacor is possible, but I want Minsc to be using sword and shield style for the AC. So Lilacor will mainly be equipped if enemies might be doing confusion.

#4344
ussnorway

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@corey_russell so if he's charging then J's job is backup melee fighter? I'd give her the helm (maybe a spear) and let him go burko' to stop the charms but I'm not a fan of the wacky Ranger in no-reload runs so your way is probably safest.

#4345
PPewt

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corey_russell wrote...

morbidest2 wrote...

There's never a Charm Protection Helmet when you need one Posted Image 


The party has exactly 20,000 gold. We intend to purchase the fortress shield for Minsc, and he will use the FoA primarily. The very NEXT purchase? Charm Helmet for Minsc. When he's in the party, he's always the first to get one in my runs. Even a few times Minsc being charmed is a few times too many...

There are some pretty easy-to-find charm helmets lying around. There's one in the harper quest, which any party in the game can do, and another one on Draug Fea's party in the sewers (which is a little harder, but still very doable at a low level if you aren't using SCS).

Gate70 wrote...

Fair enough. Is Minsc not likely to have Lilacor. edit been checking, also Adjatha in the planar prison. Blackrazor and Staff of Magi also protect vs charm but both far too late to be much use.


Charm is a huge issue in the late game too. Obviously it's far less likely to happen, but when you roll really badly on your save it's not fun to have an Improved Hasted Stoneskinned Fire Shielded Mirror Imaged character hacking away at you with Celestial Fury.

Edit:

corey_russell wrote...

morbidest2 wrote...

There's never a Charm Protection Helmet when you need one Posted Image 


The party has exactly 20,000 gold. We intend to purchase the fortress shield for Minsc, and he will use the FoA primarily. The very NEXT purchase? Charm Helmet for Minsc. When he's in the party, he's always the first to get one in my runs. Even a few times Minsc being charmed is a few times too many...

If you do the trademeet quests (which are among the easiest in the game) you'll get a far, far better shield; in fact, it's probably the best shield in the game period: -3 AC, immunity to Charm, Confusion, Hold Person, and Domination.

Modifié par PPewt, 09 mai 2012 - 07:06 .


#4346
Gate70

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Nawgrim/Gate70 and Peer/Grond0. Session 17 (run time 1h20. Total 27h)

Chapter 15 postscript
Peer and Nawgrim have forgetten to pick the ring of fire resistance up from the Ruhk Transmuter. They have also dragged the werewolves towards Samia which turned her hostile. Anyway, get on with it.

Conster.
Melee or de-buffs. Melee wins out.

Firkraag.
Two PMagic, one Breach, a Greater Malison and 2 magic missiles are Nawgrim's contribution. Peer stuck at melee, perhaps with a doom to boot.
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Pai'Na
Peer attacks as Nawgrim casts a fireball, emotion and slow.

Lassal
Peer frontlines with Blade Barrier active to clear the lair, dropping Tanova before her buffs activate. Lassal falls to an Azuredge strike.

Aran Linvail
Cromwell forges the red dragon scale, a bag sale frees up some inventory and we ask to be sent to Spellhold or Brynnlaw. Aran asks why we didn't spike Lassal. Sigh; it's a long walk back to the vampire nest and we don't feel like it tonight!

Reloads: 0
Near misses: 1 (Planar Sphere Argrim ambush).
Peer Resurrections: 3 (de'Arnise courtyard, Planar Sphere halflings, Planar Sphere Argrim ambush).

#4347
corey_russell

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ussnorway wrote...

@corey_russell so if he's charging then J's job is backup melee fighter? I'd give her the helm (maybe a spear) and let him go burko' to stop the charms but I'm not a fan of the wacky Ranger in no-reload runs so your way is probably safest.


USSNorway -- Jaheira is not a backup melee fighter, she is one! If she's not casting spells, she charging the lines with Minsc. It's Coremonk who is the backup melee fighter....She will take the helm of balduran and the shield of harmony (which is charm protection), the helms wiil go to Minsc (because he will dual-wield, eventually, which would mean no shield) and Aerie.

Eventually, Coremonk will be more tougher (such as poison immunity level 11), in which case he will take Jaheira's #2 spot in the line-up and she could use a spear or staff then. This isn't now though.

@Gate70: Some questions about your take down of Firkraag. Any HLAs involved? What is "PMagic"? I can only think of protection from magic scrolls but that I don't see the corresponding graphic in your screenshot so you must mean something else. Any RoR heals necessary? Or were extra healing potions enough to keep Peer kicking? Just wondering because hopefully my wife and I will one day be in the same positions you were then.

Modifié par corey_russell, 10 mai 2012 - 12:46 .


#4348
Grond0

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We're not quite up to HLAs yet, though it won't be too long now.

PMagic is pierce magic, which is the favourite method for debuffing opponents at the moment.

I don't remember using the RoR at all in this run apart from for resurrecting Peer a couple of times. Peer did get reduced to 31 HPs at one point by a bite / buffet combination and used a couple of extra-healing potions before coming back into the action to finish off Firkraag - he sent in a bottled djinn ahead to take Firkraag's attention.

Basic strategy was to send in a skeleton to use up death spell, then follow up with 4 more summons to cover Peer's attack while Nawgrim threw spells from a distance. Peer attempted to use a bolt of glory, but the casting time was too long and he was interrupted (he's subsequently decided that this spell does not fit his playstyle and switched to blade barrier - which has already proved very effective in action against vampires).

#4349
corey_russell

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Coremonk the level 9 monk continues his adventure...

@Grond0 - Thanks for the explanation, Grond0. Pierce Magic makes much more sense...

Coremonk and party continued to get some things done. In particular, they did end up in a battle with Tarnor's group. Just like Coremonk's party did in BG 1, we decided to make it "fair" - that is, Coremon's party buffed to the max, with the critical buffs like death ward going to Coremonk, then walked into visual range of Tarnor's gang and started the battle.

Minsc got close to the enemies and went berserk. The party would stay at ranged distance. We had two nymphs assisting us as well. Coremonk put on a strength potion to increase his effectiveness with the sling of seeking. The magic users cast slow, chaos and plague of insects. Chaos and insect plagues in particular, knocked out all the casters, which meant the enemy only damaged us with their melee. Gaius was wandering close the party, which meant Minsc was going to be close to the party. So we backed up to give us more distance from Minsc. This caused kobolds to spawn behind us, including a kobold shaman of some kind, who managed to hold Nalia. We didn't want to be bothered, so Aerie cast a fireball from scroll to kill the kobolds which managed to kill them all.

After concentrating fire on Gaius he finally fell and Minsc moved on to another enemy, after slaying our own nymphs...thanks Minsc. We continued to mostly support with ranged fire. Success! We took only minor damage from the skirmish. We wasted no time in identifying the charm helmet to make sure Minsc can no longer be a direct threat, yay for that....
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After selling our junk, we then tried to find Montaron. We found a bird which we though was him, but it was actually an assasin and it killed Xzar. The bracers of Xzar's went to Nalia.

Next up was Renal Bloodscalp's quest. We obtained a necklace for Maevar. And in the next update, the party will attempt to deal with Edwin's nuisance, some cowled wizard named Rayic Gethras....

Modifié par corey_russell, 10 mai 2012 - 11:25 .


#4350
saros_shadow_follower

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Excuse me for the lack of pictures, forgot them at home. Will post them later.

Okay, next adventures of Astarta & party:

The WK's lvl 4 end: Rock and Garock.

One of these was slain fast enough, but the second has one Hardiness, under which he's immune to all melee damage (not to elemental damage though). Was slain with the help of mainly Poseidon's Wrath 30% 30 cold damage per hit.

Loot: Volcano Ore, Crystal Mallot, fourth Beljuril Gem (but not Golden Girdle of Urnst, sadly), and some other insignificant items.

Used the Volcano ore + Stonefire battle axe to forge Volcano +5 axe (has a 10% chance to inflict 8d10 fire damage and grants 25 fire res to wielder).
Also forged a girdle of Cloud Giant Str and gave it to Torham. Would love to give it to Jack, but unfortunately, his belt grants him 20HP bonus in addition to the 3 str bonus, and he's really, really short on HP, so just can't do it.

Exited the level. Gave following bonuses to:
Astarta PC: 1 to Dexterity (compensates loss in Hell) and also 5% Magic Resistance
Captain Sparrow: 1 to Str and 1 to Int (has 18 Wis and Int now, so he may use the Cloak of Arcane Immortality if need be)
Torham: 1 to Wis (got the twelfth 4th lvl slot because of that)
Bane: 1 to Constitution (got some extra HP)
Alia: 1 to Charisma

WK lvl 4's demilich: Prepared all anti-golem triggers, sequencers and contingencies. Cast RVE before entering until PC got her casting speed reduced by 8 total (7 is actually needed because of instant Hand of Undoing casting). Entered. Showered the golems with the lesser anti-golem spells, sequencers, triggers, and before Astarta could close the Gem Golem in order to use her first Hand of Undoing (requires touch), the contingencies triggered and the golem got 6 more Rays of Fragmentation. The demilich itself however has a very good AC and is immune to criticals (two abilities which Kangaxx lacked). So in order to kill it, a fair amount of critical hits are required, but they do 2-4 damage each. Of course, used Carsomyr with Jack for extra damage. The lich managed to cast True Sight and Remove Magic on PC (fighters protected via Death Ward, Torham via Contact with Nature, mages are II and SI|:Div-ed). It fell in 3 rounds total.

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Loot: a good pile here. The lost scroll of ProMagic, the Dagger of the Star, the Defender of Easthaven (only 10% phys res in IA), the Yamato +4, Uzuno's Blade +4, Mana Bow +4, some scrolls, and other items but I think this was the main loot.

Back to Cromwell. Forged:

Improved Ring of Gaxx +5

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Grandfather of Assassins +5 dagger

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need 3 more chunks of amber to forge the Hammer of Thor, now at least the party has all other ingredients assembled.

Saladrex: Arcane magic doesn't work in his chamber. Of course, Saladrex's own spells work like charm. The only dragon that loves casting ADHW and mainly ADHW (some other dragons can cast it too, but don't). Saladrex's vulnerable to normal weapons though, and also likes using Breach, Greater Malison and Dragon Fear, but although he managed to frighten Saros, in the end his multiple stoneskins ended and he fell.

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Loot: Mage Robe of Fire Res, Helmet of Defense, Staff of the Ram, Permanency scroll, other not-so-significant items.
Back to cromwell, forged the Improved Dragon Helm.

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To Suldanesselar: Went to fight Nizi. Nizi by himself is easy enough, but has 3 HardWood golems support. Those hit hard, and I mean hard. Are extremely damage resistant, and also apply Miscast magic on target. Hit with both normal and magical weapons. So Absolute Immunity for PC, dispellation magicks for Nizi, melee hits and he falls in a couple of rounds, leaving the party and heavy summon support to take care of the golems.

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Loot: Permanency scroll, vanilla items, Foreknowledge scroll.

To WK lvl 5: Had to fight two random groups here. One consisted of a Shade Lich, a Grave Lich and 4 skeleton Grandlords, the second of 4 Elemental Golems and 2 bone golems. Nothing that scary, saw them via farsight first, buffed accordingly, and killed them fast. Or relatively fast. After all, 4 Elemental Golems take some time to kill even with Criticals. They managed to gate in only a total of 3 Coin Golems.

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Globe machine: did fast the Blue globes (four solo-mages with Anvil modifications - nothing scary), Green Globes (Anvil spiders, again nothing big at present levels), the first two Red Globes (4 Coin and 4 Gem golems), and the first three Purple globes (4 Lords, 4 Grandlords, 4 Master Vampires).

Fourth Purple globe: 4 Grave Liches. Buffed well, not forgetting defense potions to the Riskbreakers, and RVE for Mental Agility up to reduced casting speed by 9. Liches appeared, cast alacrity for 0, cast 8 RRR - two for each lich - again for 0, unleashed some Remove Magics, and the fighters quickly killed 3 liches. PC also summoned 3 Elite Trolls. Only 1 Grave lich survived to cast a second spell (they all started with True sight - how intelligent...no) and cast ProMW, which was quickly dispelled and the lich - slain.

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Loot: 1 Barbarian essence potion here. party now has a total of 27. Collecting these for the final fight.

Third red globe: 1 Elemental and 2 Ice golems. Faced only by Astarta at first. However, only one Ice golem used Purge Magic, the second shot Ice Storm. Blast. Showered the Ice golem which didn't use his Purge magic with the full arsenal of anti-golem spells - sequencers and triggers loaded with Rays of Fragmentation, all available rays in arsenal, Larloch's Minor Drains(deal 1 dmg), Larloch's interrupters (deal 3 times more damage than LMD after all), and started with Hands of Undoing. Alia approached after the first Ice golem fell and both mages started showering the second Ice golem with their remaining anti-golem spells, but when they both were finished, the golem was still at Badly Injured. Fighters approached and finished the job (prebuffed them too).

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Fourth Red Globe: A Greater Elemental golem and an Ultra golem. Had powerful summons created pre-combat, including Skeleton Lord, Greater Djinni, Noble Spider. Enemies appeared, and again only the Greater Elemental golem used his Purge Magic on PC. PC under alacrity naturally refreshed some protections, in order to lure the Ultra golem to waste his purge magic the next round. Greater Elemental golem first knocked back the Greater Djinni, then focused on the Skeleton Lord. Skeleton Lord ran away and towards the clustered fighters. Greater elemental golem followed. Big mistake. Fighters chopped him to pieces in a couple of rounds with Criticals. He managed to summon a Coin and an Amber golem still. Good. Killed those In the meantime, Astarta was summoning fodder on top (mordy swords) and navigated the rest of the summons so that they don't die too quickly. Ultra golem gated in an amber golem, had used his Purge on PC, and was nearly the time for his second Purge. Immediately after he released it on PC, fighters charged in and in a couple of rounds with Crushing weapons brought him to Badly Injured. Astarta kept summoning. Fighters retreated. Astarta had ProMW up which forced the Ultra golem to waste his next Purge magic on her. Fighters closed in again and finished the golem in 2 rounds.

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3 Amber golems summoned by the Ultra golem. Slain. Total of 4 Chunks of Amber. More than enough. Also looted Foebane +3 bastard sword from the Greater Elemental Golem's carcass.

When the party positioned the globes, Bane got enough xp to reach lvl 40. Picked last HLA - Hardiness (now he has 13 criticals 7 Hardinesses).

Went back to Cromwell and forged the Hammer of Thor +5 for Bane.

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Decided to try the Ranger stronghold quests, hoping to get some items from imroved Umar. No luck. Quests stuck after fulfilling the first stronghold task - lord Igen's mitrhil. Delon simply did not appear. Decided to reload pre-stronghold (because this is clearly a bug) and try maybe later once more.

OK, back to WK. Need some more items, mainly the Gloves of Extraordinary Specialization, and those are well guarded.

The Ancient Dragon: Had little luck with pre-buffing RVE. Managed to rearrange spellbook so that she had 6 Alacrities and 5 Absolute Immunities, however no 50% hp bonus, only a couple of regenerations for party. Had to use Alia hoping for magical Wish for Rest. Worked. Could've tried rebuffing and recasting RVE again, but am getting kinda lazy. Prebuff is long and includes ProElements and Proenergies on Jack, Saros, Bane and Astarta. PC entered under Alacrity. Sorceress and R-C stayed near the entrance after one summoned a Planetar, and the second a Greater Djinni. They did not cast even a single spell in this fight. The other party members summoned a Skeleton Lord (PC), an elite Berserker warrior and a Noble Spider. The Greater Djinni was used to immediately cast Haste on summons (maybe should've memorized one Haste with PC instead). PC cast six Farsight spells, ligthing the entire battlefield. Ancient dragon was revealed. He quickly approached and gave his speech. He gates in a Noble Efreeti, a Salamander Prince and an Elite Nishruu. Elite Nishruu steals 1 spell per hit, uses Normal weapon, is immune to +3 or lower weapons, is very damage resistant, and heals from any form of magical or elemental damage. Astarta cast Absolute Immunity (alacrity is still running, yes), then RRR at the Dragon, to remove his Spell Shield. If Spell Shield is removed that way, the dragon cannot activate another in the next 20 rounds. If it's removed via Spellstrike, the dragon can immediately refresh it.

Cast Remove Magic to remove Noble Efreeti's Stoneskin (he uses ProMW too, and stoneskins, and is immune to Breach, and is surrounded by permanent improved Fireshield). Fortunately, all three warriors were near the spawning point of the Noble Efreeti and slew him ASAP (Poseidon's Wrath halberd ice damage helped too). They even managed to slay the Salamander prince (this one is no F/M, but still has permanent Fireshield), when the dragon managed to finish the True Sight and buffet everyone. Well, at least the party members. He shot Breach at Saros (kinda cheating, because he had already began casting Breach when he buffeted, and still finished the Breach!), but Astarta had refreshed Alacrity in the meantime, so she could immediately refresh ProFire and proEnergy on him, while he refreshed Hardiness. Dragon and elite nishruu attacked summons. Nishruu focused on the Greater Djnni, robbing him of spells, while the dragon focused on the other summons. Fighters hit from behind, PC kept Alacrity and Absolute Immunity running and cast Breach after Breach, dispelling enemy ProMW spells. The dragon managed to cast Regeneration, and at near-death - Heal, but was out of defensive options. He managed to Breach Saros 2 more times, but Astarta was prepared to protect him from Fire and Energy the second time, and the third time she miscasted and Alacrity waned, but then again, the dragon fell too.

Astarta was under SI:Div and illusions the whole battle.

The elite nishruu, being alone, the party fighters tried to take out with +4 or higher weapons with no elemental/magical damage or other magical effects. But due some kind of bug? the Elite Nishruu still healed from each successful strike, so finally just looted everything and left it for good.

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Loot: +2 ring from the Noble Efreeti (good, because Saros' other ring was a +1 so far - had to sacrifice several rings in order to make the +5 one), Great Wurm scales, Hindo's Doom, scroll of Spell Shield (one of the most USELESS spells in IA v6 - doesn't protect vs Anti-Magic ray, can't be used together with SI:A and can be cast only once every 20 rounds), scroll of Time Stop (scribed by PC), Dragon's bane halberd, scroll of Monster Summoning VII, other items.

Back to Cromwell. Forged the Dragon Lord +5 halberd, using Firkraag's blood, Traxi's tooth, Dragon Bane +3, Dragon Breath +4, Dragonslayer sword. This weapon grants immunity to several nasty effects, and also has a 10% chance to inflict Dragon Breath spell upon enemies on each successful strike.

Also forged the Great Wurm scale armor. This +5 armor is in fact a full plate, sets AC to -4 as well as applying the normal full plate AC modifiers. It grants 75% bonus to fire res to the wearer and 25% bonus to the magical damage res as well. A great armor for Torham. Maybe shouldn't have wasted any time or resources on the Huskar full plate +5. Of course, it's a good suit, but requires a permanency scroll. And it doesn't provide immunity to missiles, but rather 100% resistance to missile fire. What's the difference? The difference is that Valeria was shooting at Torham with her electrical crossbow bolts when he was wearing the armor and was under ProElectricity, thus peeling an Ironskin after skin and successfully disrupting spellcasting.

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Next fight: Improved Orcish Horde. Prepared very well. Buffed fighters with Defense potions (inside Orc Mages don't obviously use Remove Magic). Then decided to throw every preparation away and to try the fight solo.

Killed every other party member except PC via low-damaging 1st and 2nd lvl spells (Acid Arrows, Chromatic Orbs, Magic Missiles, LMD) so that no one was chunked. Alia killed herself, but before that she cast Invisibility on PC. Turned out that potions would work just as fine, but didn't know if the Orc Mages won't attempt Remove Magic on PC, in which case a potion buff would be dispelled, but a 36-th sorceress lvl Invisibility won't be.

Basically, since the fight is about survival (and not the quantity of killed enemies), one well-protected character is far better suited for the task than six. PC cast elemental protective spells and equipped with the best possible AC gear the party had (the +5 ring, Girdle of Lordly Might and Scarlet Ioun Stone added to her usual equipment from other party members). Thus she had an AC of -21 (permanent), and used Shield buffs in that fight for an additional -3 modifier vs missile fire.

She entered with SI:Div of course, and upon entering her contingencies triggered, granting ProMagicEnergy, GoI, IHaste and ProMW to her. Inside are 2 mages, 3 archers and 5-6 fighters, which, if killed, respawn with alarming rate. Archers fire +3 arrows, mages fire +4 bullets and also have a chance to knockback+render opponent unconscious for 1 round. Fighters fight with normal swords. Archers also have helmets. Mages always start under SI:Div and illusion buffs, but have only one 8th lvl spell, a Spell Trigger, which they fire defensively (ProMW, GoI and 1 more spell in it). Offensively, they use Emotion, Confusion, Malison, Prismatic Spray (first spell to cast) and Animate Dead (second spell to cast usually).

Basically, if one intends to fight the battle as it is 'designed' by Sikret, (s)he has to repel the constantly respawning enemies for six or seven turns (I think six). Basically, even the best party would long run out of defensive options (hardinesses, protective spells) up to that moment, will run out of Remove Magics, of starting buffs, while enemies will grow stronger and stronger. So why fight? Invisible characters are detected and attacked by enemy mages only. Archers and fighters can't see them.

So, Astarta had to fear only the mages. Mages cast Prismatic spray. OK. PC is immune to all damage from the rays (including poison thanx to the ring of gaxx) but nonetheless, Prismatic Spray is the easiest spell to run away from. Mages cast Animate Dead and started throwing rocks at PC. PC was under starting proMW. She refreshed ProMW (12 slots  - 12 ProMW, plus one in trigger) for more than 5 turns, refreshing occasionally Shield and Spell Immunity Divination - ratio 4 ProMW spells/ 1 Spell immunity casting). Enemy mages bug out. After 2 turns or so their own SI:Div and illusions wane, they both cast Shadow Door, and immediately appear as if they're new mages - their starting buff sequences trigger anew, and their spell repertoire seems refreshed, and they start Prismatic Spray and Animate dead anew. No matter. After PC's ProMW spells were all depleted, she activated her first Absolute Immunity spell, only to see the Helmite Ghost appearing, enemies dying, and the congratulation speech about PC's stamina and endurance. What a laugh. He should be congratulating PC for her cunning and trickery instead.

So it has to be 6-turn survival battle, based on the amount of protective spells used (a total of 15*4 rounds each = 60 rounds).

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Loot: Ixil's Shaft +4 and another Barbarian essence potion. OK. Those are 28.

Went out, rested, summoned Planetar, raised cleric, cleric raised the rest. Equipped everyone. Defeated Nalmissra & co (vanilla, but the Hive Mother managed to dispel Torham's buffs. Got the Gauntlets of Extraordinary spec, gave them to Captain Jack Sparrow. Tough luck, Jack. Paladin bracers give +10 HP bonus, yes, but an extra attack (under Improved Haste) plus some damage and thac0 bonus seems much more valuable.

Killed Aurnumach Rilmani for the Club of Detonation +3. He's vanilla. Killed improved Azamantes under RVE for Mental Agility and with heavy fighter support in a round. Under Resist Fear. He didn't have time to even gate his Skeleton Grandlord support, not even mentioning casting his uber Fear+dispel buffs ranged ability. He cast proMW because he was dying fast, but that didn't save him.

Loot: Serpent Shaft, Erinne's sling.

Way to Demogorgon opened. Like I'm going to go down there. Let him get out, I say. Such a weakling matters little to the party. Besides, they don't need any more xp, just items, and there are no more to be acquired from WK. Used one container on lvl 1 of the keep to store all of value from SoA though. Carried some items with the party in order to make some early Cespy upgrades.

Here's a total of party's HP btw:

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Modifié par saros_shadow_follower, 11 mai 2012 - 07:19 .