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Baldur's Gate 2 No-Reload Challenge


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#5026
corey_russell

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Grond0 wrote...

That ogre mage is indeed a significant challenge with SCS installed Corey. As you noted your sort of party could take him out by resting and then using appropriate spells, but there would be a danger of someone getting killed. With most of my solo characters the combat was too dangerous so I just used to use a conversation option that avoided the fight. By the way some of the other mage types in the dungeon can also be dangerous, for instance the battle mage towards the end would be quite capable of killing the vampire and then causing you plenty of grief.


Oddly enough, that battle mage fighting the vampire, I don't think will cause too much trouble, we will throw 3 skull traps into the mix should clear things up.

#5027
Grond0

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I can't remember what defensive spells he uses, but many SCS mages are quite capable of protecting themselves against third level spells - do you have means of dispelling a minor globe if necessary?

#5028
Grond0

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Update for Heedless, dwarf berserker 17

Heedless made a decent amount of progress yesterday after finishing off Kangaxx.
- cleared a pirate nest.
- ran through the Mae'Var quests.  One of Rayic's stone golems provided level 13 and reporting back after permanently closing the guildhouse got him to level 14.
- stood up for Sansuki even though Heedless has not formally joined the thieves yet.  A potion of speed kept him away while he flung Azuredge to kill the ambushing vampires.
- undertook the Sir Sarles quest.  While waiting for some fake illithium to arrive did Mencar's group in the inn.  Most of the opponents died quickly helped on by a couple of sun rays (from Heedless and his simmy), but Sorcerous Amon went invisible for the whole combat and only came out some time afterwards.  With basic saving throws of 0 at that time Heedless would have been vulnerable to something like confusion so played safe by using a potion of invulnerability before pummelling him.
- at the Bridge District picked up a horn and solved the skinner murders before the illithium was ready to try (and fail) to pass off on Sir Sarles.  After completing that task also recovered a sacred ring for the temple and then finally paid Gaelan Bayle off.  Pity that Heedless can't use the Amulet of Power, but the +2 ring got his save down to -1.
- did Aran's tasks.  Reporting back on Mook got him to level 15.  Left Tanova and vampires on the lower level for now and just picked up the mace and upgraded it (to provide a back-up to rage against level drain).  His spell save provided automatic success against domination attempts.
- found a kidnap victim and collected the ransom.  Reunited Wellyn with his teddy.  Found a new family for an orphan girl (got level 16).  Put Uncle Lester back in his grave.  Cleared all the surface tombs.  Underground dealt with Pai'Na (her spiders forming no threat due to Gaxx poison immunity) and Azuredged the Southern tombs.
- after all the bits and pieces decided to have a go at something more substantial and travelled to Trademeet.  Beat up the genies on arrival to allow shopping and bought Belt of Inertial Barrier and Ras. The troll mound was reinforced by a number of spirit trolls, but Heedless still had no trouble there - even the giant trolls struggling to hit him at a buffed -15 AC.  He has very rarely used summons in encounters, but gave the crew a workout against Kyland Lind to prevent too many call lightnings being cast (got level 17 here, though Kyland managed to run away).  Ihtafeer got the benefit of a huge overkill courtesy of the simmy and a first use of Ras.  Heedless still had an invisibility / improved haste / sunray combination in his locker to deal with Dalok before watching admiringly as Cernd gave Faldorn a three second lesson in controlled violence.

#5029
corey_russell

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Grond0 wrote...

I can't remember what defensive spells he uses, but many SCS mages are quite capable of protecting themselves against third level spells - do you have means of dispelling a minor globe if necessary?


MGoI is a short-term buff. I don't allow those (without finding me first) in my install, otherwise yes that battle mage would have been nigh impossible (not the least of which we don't have any offensive 4th level spells!).

Well, my experience with SCS is definitely sobering - below is the result of our "escape" from Chateau Irenicus
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With SCS, escape from Chateau Irenicus is no longer a given! Here's a breakdown of where the deaths occured:
* Trapper - the ogre mage by the lightning rod (I pushed the button). Trapper tried to get mirror image up but was interrupted. Then direct damage quickly killed him (Trapper only has 32 HP).
* Stabber - she tried to backstab a mephit on the way to the pipe trap on the bridge, but was quickly mowed down by Duergar (a critical hit) before she could escape. Duergar are MUCH tougher than the basic goblins! Also immune to our sleeps too...
* Locke - ironically killed by friendly fire! In our zeal to defeat the vaunted battle mage mentioned by Grond0, we cast fireball (from scroll), skull trap, skull trap - this indeed killed the mage and her assasin friend, the vampire...and Locke!

Battles with duergar and the escaped clone were pitched battles...if it weren't for the fact I knew I could rest by the dryads, I might not have escaped -- well ok that's a fib, at any time Corthief could stealth and leave this place...

Our approach with the backstabbing thieves at the end was fun...we put the entire party invisible by spell or stealth, then Charissy backtabbed the mage, and Imoen did too, killing him. Corthief then backstabbed a thief, ran away, stealthed, and came back and backstabbed dead one of the thieves (only fair, right?). Imoen and Charissy hasted each other, and finally the thieves ran out of invisibility potions (Corthief also did detect invisibility) and the remaining thief died.

We pulled out the stops for Illyich and his crew so had no trouble..webs, skull traps were too much for that group of duergar.
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I would like to get some spells, but looks like have to pay for resurrections instead...

Modifié par corey_russell, 08 septembre 2012 - 05:07 .


#5030
Grond0

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corey_russell wrote...

Grond0 wrote...

I can't remember what defensive spells he uses, but many SCS mages are quite capable of protecting themselves against third level spells - do you have means of dispelling a minor globe if necessary?


MGoI is a short-term buff. I don't allow those (without finding me first) in my install, otherwise yes that battle mage would have been nigh impossible (not the least of which we don't have any offensive 4th level spells!).

Just in case you're not clear I'll mention that this SCS component just stops mages having short-term buffs up when you first see them.  They can still put them up very quickly as soon as they see you using triggers, sequencers and contingencies as well as normal spell casts. 

With your thieves one possible tactic would be to wait out short-term buffs while stealthed.  A mage may well notice something and start casting a detection spell - if so that provides you with a window of opportunity to attack while his aura is clouded.

#5031
Grond0

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Final update for Heedless

He cleared Umar Hills, including Thaxy, without difficulty and moved on to the Planar Sphere.  Like Geisho he came a cropper here, but for different reasons.  Geisho had required a lot of work to get to this stage, but Heedless had found things really too easy and died through a combination of a mistake and making up challenges for himself.

Like most of my characters Heedless had not used any extra-healing potions to this stage and hadn't used any standard healing potions either for a long time, but found the need to do so against Kayardi and the halflings.  The reason for that was that Kayardi seemed a bit bugged in that his spells were uninterruptable.  He had a lot of stoneskins, but was taking multiple FoA hits through them per round and was slowed as well.  In that condition you would expect him to struggle to complete any spells, but in fact not a single spell was disrupted and he hit Heedless with multiple acid arrows and magic missiles. 

I had already taken a couple of healing potions and, after Kayardi finally snuffed it, kept another ready while watching the continuing damage from acid arrows.  When they finally ceased Heedless prepared to move on, but collapsed in a heap instead.  The only buff he had used for that fight was rage and I guess he must have dipped just under 15 HPs when his rage ran outPosted Image.

#5032
Alesia_BH

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Good luck Corey! I suspected that SCS hadn't installed correctly last time. I'm glad to see that you have it running now. Enjoy!

A couple comments on your install list if I may. 

ussnorway wrote...

Looking at the log I think you will be up to your eyeballs with potions in no time at all  


I agree- especially if you'll be using ambush tactics with Webs and Skull Traps (for example) or in the alternative backstabs.

In the future, you may want to consider making 50% or more of the potions unrecoverable. 


And a couple words of warning...

~SCSII/SETUP-SCSII.TP2~ #0 #7127 // Improved Irenicus in Hell (Tactics remix) -> Faithful adaptation of the Tactics version: v21

This component is borrowed from the Weimar Tactics mod. I personally find it gimmicky, dated, and far too "puzzle-like." It has limited replay value to my mind. It's definitely worth trying once, but you may want to consider the SCS Scripted Irenicus in Hell version in future playthroughs.


~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v21


Best of luck with these two. In party play, I'd use both but I've skipped them in my solo run install.


Best,

A.

Modifié par Alesia_BH, 08 septembre 2012 - 07:21 .


#5033
Alesia_BH

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Sorry for your loss Grond0. :(

Grond0 wrote...
The reason for that was that Kayardi seemed a bit bugged in that his spells were uninterruptable.  He had a lot of stoneskins, but was taking multiple FoA hits through them per round and was slowed as well.


Was he running specific protections against the Elemental Damage? In ToBEX installs, there is a component which prevents disruption if the mage is immune to the damage type.

#5034
Alesia_BH

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Grond0 wrote...

With your thieves one possible tactic would be to wait out short-term buffs while stealthed.  A mage may well notice something and start casting a detection spell - if so that provides you with a window of opportunity to attack while his aura is clouded.


That's basically the method I've been using in my full-prebuff install. It works, but it's something I'm trying to ween myself off of: it's starting to feel dirty.

Best,

A.

Modifié par Alesia_BH, 08 septembre 2012 - 07:22 .


#5035
Alesia_BH

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 Alyssa v. Gromnir

Alyssa's battle with Tougher Gromnir went smoothly. Aside from a pesky mage kept alive be prebuffs all her foes fell quick.

Alyssa used her standard buffs here: Stoneskins, Spell Shield, Spirit Armor, Spell Turning, Pro Energy, ProEvil, Blur, Mirror Image, Improved Invisibility, Spell Immunity: Divination, Spell Immunity: Abjuration, Improved Invisibility, Improved Haste, and Protection from Magic Weapons. Pro Pet was layered in for some extra security. The Black Blade of DIsaster was her primary weapon.

Now with Improved Alacrity and a full range of Contingencies, Sequencers, and Triggers, Alyssa can safely mix in offensive spells. Here she went with Sphere of Chaos x 3 + Malison via Contingency, Sunfire x 3 via Trigger, and Skull Trap x 3 via Sequencer. She dropped some additional 0 casting time offensive spells as well during her Improved Alacrity- including a Power Word: Stun on the Battle Mage and a pair of Power Word: Blinds for Gromnir and Berenna.
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Took a VT hitpoint boost off Gromir before finishing him in melee. He only needed a nudge by the time Alyssa engaged.
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Berenna was next.
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Karun the Black's pre-buffs kept him safe during Alyssa's magic assault. Summoning a Planetar was his only tactically relevant move however. Alyssa took it down under ProMW.
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Clean-Up. The rest of Gromnir's crew had been felled by Alyssa's magic- including the Nymph who pertrified herself on Alyssa's Spell Turning.
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Fin!

Alyssa is off to slay some giants.

Best,

A.

Modifié par Alesia_BH, 08 septembre 2012 - 09:42 .


#5036
Grond0

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Alesia_BH wrote...

Sorry for your loss Grond0. :(

Grond0 wrote...
The reason for that was that Kayardi seemed a bit bugged in that his spells were uninterruptable.  He had a lot of stoneskins, but was taking multiple FoA hits through them per round and was slowed as well.


Was he running specific protections against the Elemental Damage? In ToBEX installs, there is a component which prevents disruption if the mage is immune to the damage type.

I don't remember his spell protections, but there were no messages about immunity or ineffectiveness.  ToBEX wasn't part of that install so that wouldn't be the culprit.

#5037
Gate70

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Alesia_BH wrote...

ussnorway wrote...
Looking at the log I think you will be up to your eyeballs with potions in no time at all  

I agree- especially if you'll be using ambush tactics with Webs and Skull Traps (for example) or in the alternative backstabs.

The obvious choice is to not pick up any excess potions rather than fiddle with the install again (I appreciate this is hard for a hoarder to do though). Have you considered he's running a party through the game while learning SCS the hard way and may require significantly more potions than an optimised run worked out over a number of games.

& corey_russell, both my weidu log and pasted output have carriage returns. I assumed you'd removed them to save some space on your post.

#5038
Alesia_BH

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Gate70 wrote...

The obvious choice is to not pick up any excess potions rather than fiddle with the install again (I appreciate this is hard for a hoarder to do though).


Makes sense. And I agree: it probably isn't worth fiddling with the install. 

Have you considered he's running a party through the game while learning SCS the hard way and may require significantly more potions than an optimised run worked out over a number of games.


I understand. I also recognize that the additional potions may be a good thing in this case- it wasn't a critque at all.

Basically I was just noting the Potion for NPC component can create balancing issues which he may want to be mindful of. It seemed especially worth mentioning since some M/T tactics (Backstabbs and lobbed AoE spells) tend to leave a lot of potions behind.

Ultimately, all that matters of course is what's fun for Corey. :)  

Best,

A.


Grond0 wrote...
I don't remember his spell protections, but there were no messages about immunity or ineffectiveness.  ToBEX wasn't part of that install so that wouldn't be the culprit.


Got it. :)

Modifié par Alesia_BH, 08 septembre 2012 - 09:40 .


#5039
corey_russell

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Gate70 wrote...

& corey_russell, both my weidu log and pasted output have carriage returns. I assumed you'd removed them to save some space on your post.


Nope, I didn't remove the carriage returns myself. I just did CTRL + A, CTRL + C on the Weidu.log text, then CTRL + V into the post and for some reason all my carriage returns got stripped by the time I clicked submit.

And thanks everyone for your input on my install -- the intent is trying out SCS as is, so am doing so. And I can assure you my mage/thieves will need lots of potions, if Irenicus Dungeon is any indication! Don't forget my party won't be getting a high power ceiling anytime soon, like Alesia's mage/thief did, since we will be full party or near full (5) -- it's probably going to be quite a while before we can even cast breach or cloudkill.

Modifié par corey_russell, 08 septembre 2012 - 11:00 .


#5040
Gate70

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Vincris, LG male elf.
Stalker 11 (should have been 11 last post and 10/11 the one before): Valygar's home is searched then Pai'Na and her spiders Rose-bladed before heading to the de'Arnise hold I consoled in a bag of holding at this point and assembling the Flail of Ages +1. Returning to sell all the arrows proves to be a mistake as the cold flail can't kill any trolls, but rather than visiting the guard captain I use Kitthix as a decoy and grab the keep key from under the nose of a yuan-ti mage. 5/6 golems later I have the Flail of Ages +2 and can use fire damage to thin down the trolls. A giant troll splits into two smaller trolls as a third appears round a corner and I find myself wishing I had buffed. It takes a minute to realise I won't kill them and another minute or two to escape - at the cost of several healing potions and a near-death experience sliver of colour left - I left didn't look to see if it was 1, 2 or 3hp. I rest in the shadows.

The yuan-ti mage survives a backstab but a second blow lands as Kitthix webs it. A slight bug where only one of the two small split trolls is present (was activated from the large troll before resting), when it collapses a second red circle appears and it cannot be killed with the flail. Switching to fire arrows sees it die twice. Glaicas is webbed by Kitthix, making him an easy kill.

Stalker 12: I forge the FoA +3 then clear the courtyard before dropping an iron golem. I flail three trolls, use Lilacor against five well fed umber hulks and flail Torgal before backstabbing and flailing the final pair of trolls. Nalia won't lend me her keep though, so I have to look for somewhere else to call home.

Modifié par Gate70, 08 septembre 2012 - 12:45 .


#5041
Xiz

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Alesia: when you attacked Illasera with backstabs under time traps, was that multiple backstabs per trap? If so, were you chaining them backstabs by running off and hiding in shadows between backstabs, or was that just an assassination?

#5042
Gate70

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Vincris, LG male elf.
Stalker 12: After helping Trademeet with an animal attack I visit a druid grove. Trolls, spiders and wyverns are dealt with but spirit trolls keep attacking from the shadows so I resort to stealth. I pass many trolls, spore colonies and a greater earth elemental before locating the Belm scimitar. A quartet of trolls are flaimed then I sneak past three huge shambling mounds to greet Cernd. He leads me to Faldorn and I observe as he defeats her with three mighty blows from his shapeshifter form.

Kitthix webs a shambling mound on the way out. A second mound gets more of the same and a DUHM/AoF backstab with a Belm attack means the third is killed before Kitthix is pulped.

Stalker 13: A refreshed Kitthix holds the greater earth elemental then a spirit troll. I decide not to investigate a troll mound or a cottage for the time being and instead return to Trademeet intention is to leave the rakshasa available for her supply of potions but open up Trademeet stores - not too bothered about the summoning of a djinn but will keep it handy.

I backstab a Dao djinn, Kitthix webs it and I strike a killing blow but it is held in the web. Inside the Dao tent I manage to hide again and a backstab plus another blow is enough to kill the head genie but I have to face a flesh to stone saved with a 19 (saving throw is 5) but assumed a minor spell deflection would have prevented it?

Rare use of the shield of harmony suits me better than Lilacor or the helm of charm protection so I am pleased with my reward from Guildmistress Busya. Lord Logan Coprith is equally generous, handing me a large bag of coins. On my way out Jenia asks for my help and I discover Tiris and his betrothed have been attacked by none less than Rejiek Hidesman I haven't been to the tannery basement yet. I'm happy to track him and his apprentice down and finish them before using a scroll of restoration on Raissa. A belt of inertial barrier and cloak of displacement are added to my supplies and then I retrieve the Mantle of Waukeen for the High Merchant before leaving Trademeet.

At the druid grove I attack Kyland Lind but he thanks me for removing Faldorn and leaves. Several healing potions, two invisibility potions, Kitthix and a genie are required to get me off a spore colony bridge alive hemmed in and hit faster than healing potions can be glugged. I return to clear the bridge and two further spore colonies.

#5043
corey_russell

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 Corthief the illusionist/thief and his band of thief/mages - FINAL Update!

Well, Corthief realized he needed to get money to get a license to cast some spells, otherwise, the party won't live long. So we went to the docks to get the money needed (robbing the thief guilds here). However, we tried to backstab a priest of Cyric. Little did we know this wasn't just a cleric, but a SUPER cleric! The Priest of Cyric held and poisoned Charissy, put Stabber, Locke and Trapper to sleep with a single spell, moved to an invisible Corthief and held him (Corthief's save vs spells is 5) and with righteous magic being thrown in, Corthief's death was certain.
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Very unfair to have such a powerful caster in the early going, we don't have money or equipment and can't cast spells, what are we supposed to do?

Back to the drawing board...

#5044
Alesia_BH

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@Corey- To be clear, I wouldn't want to come across as (or worse yet be ) some sort of install option snob. When I looked at the Weidu log, I thought "Huh. A first SCS play through with all M/Ts: that could be cool. Is there anything here that could ruin the experience?" I noticed the 100% Potion drop option, thought of the tactics a group of M/Ts would be likely to use and then said "potion glut could be an issue," I shrugged and moved on. The rest looked good mostly though I did wince when I saw the Weimer Tactics Improved Irenicus component.

Anyhoo. I hope you enjoy your run. I'm curious to see how it plays out. I've never tried a group of M/Ts but my suspicion is that they would capable of outstanding ambushes and look brilliant when on their game but at the same time have a narrow margin for error. Watch out for those Fiends!


EDIT: I just saw your post. Sorry for your loss. The Mad Cleric is basically a Level 10 Priest. He is dangerous with the SCS script.

EDIT 2: Gate70's advice makes sense. Assembling a Potion collection ASAP would be wise as well. 


@Xiz. Good question. I let Alyssa use Mislead in that fight. (Which reminds me: I should never let backstabber use Mislead...)

@Gate70- I'm curious. Have you ever seen Cernd Critical Miss at the start of the battle with Faldorn. In my install, if he Critical Misses, Faldorn goes Improved Invisibility->Iron Skins and then just turtles. By the third Improved Invisibility it gets pretty boring...

Modifié par Alesia_BH, 08 septembre 2012 - 04:38 .


#5045
Gate70

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Shoot him from a distance with a spread out party (I expect SCS enemies will try to disable your entire party so not clustering would seem a wise precaution). Maybe treating everybody with a bit more caution compared to the standard game, or continuing your run to get a feel for it with half a dozen more encounters.

edit, Alesia I normally have/make room for Cernd in my party and it is a different matter then. Faldorn is very hard to beat without pre-buffing Cernd, delaying the battle to get him some levels (same for Jaheira) or ahem throwing a bunch of equipment into the pit for the party member to use. Against a party member she typically casts a couple of protections quickly then insects and then attacks - if you wound her badly she shapeshifts to panther form and can outfight Cernd in his (lesser) werewolf form. I've only been an observer since multi-playering with Grond0 and Cernd always seems to kill her in three hits but then I have no SCS changes that would affect her and suspect you have divine caster components installed.

Modifié par Gate70, 08 septembre 2012 - 04:32 .


#5046
corey_russell

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Spread out, hmm? I think I remember somewhere that it is often to the player's advantage to have the player's party spread out in SCS -- in my example that would have prevented 3 party members being disabled by the same spell. Of course, it didn't help that the first attempted backstab was a critical miss!

@Alesia - tough to get a potion collection when you're broke (which is why we were in the docks to begin with). The 3 resurrections just broke the bank...

@Alesia - And again, I want to experience SCS - AS IS. I can turn off options once I know (from experience) what exactly they are! I'm not going for an optimum or easy install, just to experience what SCS has to offer.

Also, should be noted, from a RP view. I am ALWAYS an enemy of Cyric. I will always deny him, so this fight is not optional for me.

Another tactical option I just realized is we could have laid down 4 snares, bowed the Cyric and when he chases us trips the traps and that should either kill him or make him near death, that could have helped too.

#5047
Alesia_BH

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corey_russell wrote...

@Alesia - tough to get a potion collection when you're broke (which is why we were in the docks to begin with). The 3 resurrections just broke the bank...


Understood. It's partly a matter of how much of a priority you want to make it and what you are willing to do. It is possible to come out of the dungeon broke and stock up without the PC incurring disabler risk.

@Alesia - And again, I want to experience SCS - AS IS. I can turn off options once I know (from experience) what exactly they are! I'm not going for an optimum or easy install, just to experience what SCS has to offer.


I'm not sure what you mean by "as is" exactly. SCS is designed to be configurable and I suspect that David didn't spend too much time meditating over which option is say, 1 or 2 on the various lists- especially in the cases where he borrowed components from other mods. 

As for the final Irenicus Battle, SCS provides a number of options: Westly Weimer's Tactics Improved Irenicus, Weimer Tactics-SCS Hybrid, and Pure SCS. The Westly Weimer Tactics version is the largest departure from the original and its author had a noticeably different attitude towards modding. If you are seeking something approaching a "canonical" SCS playthrough, it may not be the best choice.

Anyhoo. Again, I'm not criticizing your choices in any way. I'm basically just letting you know that that component was authored by another modder in a different era and is incongruent with the others in many ways.


Best,

A.

Modifié par Alesia_BH, 08 septembre 2012 - 05:30 .


#5048
Xiz

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@Alesia: thanks for the clarification on the backstabs, one more question for now -- what was the reasoning behind the vampiric touch? It seems like chugging a potion would have had the same effect HP-wise and aura-wise. I guess there's not a lot of variety at spell level 3, apart from the obvious skull trap, but VT seems like a bit of a waste.

#5049
Gate70

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Vincris, LG male elf.
Stalker 13: I hide at Windspear Hills before a group of monsters turn hostile, and reply from the shadows before moving away to buff. The knights monsters fall like dominoes and Garren Windspear points out my mistake. I'm very upset so he tells me to repent by planting the dryad acorns. Then I clear out the first area of the Windspear dungeon and sell/stash various items. I decide not to return yet, going to Umar instead where I kill a killer mimic, backstab an umber hulk and finish a second that Kitthix has webbed. The ranger hut is a grisly mess, who'd want to live there now?

Stalker 14: Valygar wants to help but his armour doesn't fit me human v elf I guess, so he accompanies me to open the planar sphere before we part ways can't see 1 stalker killing another. With the sphere open I hang a do not disturb sign out and instead travel to temple ruins north of Umar. A shadow thief is dying as I arrive and I decide to side with Anath but she dies before I can reach the fight. Various shadows are destroyed before I rotate a huge mirror and rest.

A greater mummy almost kills me - five extra healing potions, 1 healing potion and one cure light wounds are just enough to keep me alive I guess the armour class was a big issue there and my hits weren't doing much damage. I spot a lich ahead so retreat, followed by a death spell that my previously activated minor spell deflection foils. There are two greater mummies and two skeleton warriors with the lich, and as Kitthix is killed I am glad to be a long way away when a timestop activates. As I switch to Azuredge a stun symbol bounces off me - even though I have been around a corner for a long time.

After about a dozen hits the first greater mummy succumbs to Azuredge destroy. I take one throw at the lich and retreat, then as I return it casts another delayed spell must have targeted previously but took 5 seconds or so to send by which time I had retreated to a safe distance then almost returned. There is nothing I can do hindsight, possible potion of invulnerability and I panic as the symbol fear hits. The lich casts another spell as I step onto the Amaunator puzzle what a jolly place to wander round in a fluster and take a flamestrike, then two more. I move away, then return to take more flamestrikes and run into the waiting bone golem with a throwing weapon equipped which means I take damage from that too because my hide in shadows has ended. I run further, taking some more flamestrikesuntil the lich concludes matters with an insta-kill spell.

Back to Candlekeep at some point, not sure what class/kit though.

#5050
corey_russell

corey_russell
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Sounds rough there Gate70 -- maybe you should have done the Umar Hillls task much sooner so you wouldn't have to face such powerful opposition. Either that or a protection from undead scroll.