Hmph yeah, not very great tactics with a high-level party. Not much skill, not much thinking, there's room for plenty of mistakes, and the tactics are not that great either - summons, proper buffing, HLAs and stripping enemy mages of their protections. But unfortunately IA 6.0 isn't soloable due to in-game implemented cheats which prevent certain protagonists or solo-characters (well, fighter-mages to be precise) from gaining certain powerful items (like scroll of Spell Immunity or robe of Vecna). Also, such protagonists are subject to cheating monster scripts. If for example such a character enters the Slaver Compound, he gets his spell protections dispelled without reason or warning - it just happens. Also, powerful enemies (like Orcus) have cheating scripts vs soloers which will allow them to, for example target such a protagonist with Purge Magic (which dispels all buffs except undispellable ones and isn't stopped by SI:A), while at the same time, they do not do such things (i.e. they fight in their usual and honest way) when challenged by a (powerful) party of 5 or 6.
In short, the most dangerous battles are made (by implemented in-game cheats by the mod's designer) impossible to win if anyone attempts a solo or a team with 4 or fewer members. Or if the protagonist is any kind of fighter-mage.
So with that little sidetracking, back to the story. It isn't really that great. Due to high party levels and many HLAs, the enemies drop like flies.
First completed Xzar's quest. Then dropped Valygar (temporarily) for Jaheira. Completed both her quests, mainly because of several rings +1 which are looted from the Harper fights, and a fourth amulet +1 (thus all the fighters have one at present) from Dermin. Got the Harper Pin too. In IA 6.0 the item is different. It offers only +2 bonus to save vs spells and 25% resistance to electricity, but also offers 25% resistance to magical damage, which is far more useful than immunity to Magic Missile. Unfortunately, the item cannot be worn by anyone in the party.
Also, completed Jan's subquest, so that I may use him freely if need be. With Jan in the party, they entered the Slaver Compound from the back. Jan was needed because inside are several nasty unremovable (by triggering them) traps - one shoots poison arrows, the other shoots Prismatic spray. Well, the battle here was aimed at not allowing the wizard to read his Improved Haste scroll. Alia with Amulet of Power and Foreknowledge (reduced casting time by 2) shot quickly 2 RRR under Alacrity, followed by trigger with Remove Magics, and he dropped dead in a second to the surrounding him party fighters. This fight is tricky, because one must actually make it to the original entrance for Captain Haegan to show up (he is nowhere to be seen, and appears only when one character makes a run for it to the other entrance). If this isn't done quickly, the party can be overwhelmed by multiple Assassins. Those backstab nastily, are immune to emotion, carry no items and grant no xp when slain. Still, at present levels, those are easily dealt with by Dragon Breath. At lower party levels, I recommend Fireballs and Sunfires (well, obv the party must be protected from Fire) and Greater Malison (for more damage from the fire spells). An easy fight (at present levels). Reward: Golden Star Garnet gem + Permanency Scroll + Improved Haste scroll + Mage Robe of Electrical Resistance + RoP +1 and other sellable items.
The party went to Cromwell to forge a RoP +2 (there are sufficient +1 rings) out of three +1.
Dropped Jan. Rejoined Valygar. Forged a Morning Star +3 out of the +2 looted from the Shadow Jailor and one of the two Permanency Scrolls.
BTW here the party cleric-ranger Torham hit lvl 25, and was rewarded with the holy symbol of Lathander.
Next defeated the pirates. This fight, usually so tricky to win even by a high-level soloer, is so very easy even to a mid-level party. At present levels - the enemy fighters dropped like flies before even managing to strike anyone (including the Captain - he didn't even have the chance to activate one of his multiple HLAs) and the mage fell after a couple of remove magics, and he only recast several dispelled illusions and a stoneskin. He wasn't even able to cast True Sight.
Loot: The Book of Infinite Spells (which is inside the Item Randomizer now). Decided to stop turning the pages after the spell True Seeing. Also, the Crimson Chain +5 for the barbarian, and other static items: purple Bag of Holding, some scrolls, a pair of Worn Out Boots, a Golden Star Garnet (second), a Bastard Sword +2, some gems, a potion of Storm Giant str.
Cleared lvl 1 of WK next, up to the point where the party should enter the room with the fireplace. Three nasty random monster spawns here. One to the left - a group of 2 Eminent Vampires and some Vampiric Mists. Walkover at present party levels, but still didn't take any chances and summoned 2 Greater Yuanti (Monster Summoning VII) which occupied their attention.
Next random group - right in the center. 4 Noble trolls and some Spirit trolls. Noble trolls can be harmed only by +3 or greater weapons. Good thing that all party fighters (and mages, but who cares about them) have a +3 main-hand weapon.
Third random group: checked under Farsight. Those are actually 2 groups. First is: 3 Gem Golems +2 Coin Golems + Greater Bone golem. Second is: 3 Skeleton Lords 2 Skeleton Warlords 1 Skeleton Grandlord. All together in one small room - the fireplace room. 12 tough enemies. The Greater Bone Golem uses Hideous laughter, which can Stun and also Panic all party members, no matter where they stand on the battlefield. The Skeleton Grandlord can be hit only by +4 weapons (party has none at present). The Coin and Gem golems dispel illusions on successful hit.
Left this level for now (after winning the Bell from its Fanatic Spirit guardian - summons and all party fighters hitting him - a walkover) and the Book from the 2 regular fighters + 2 clerical statues (when a full party enters this level, there are more than usual statues - one mage, 2 clerical, and some more fighter statues).
It was clear that the party needs +4 weapon. The easiest to forge at present is the Phosphorous Morningstar. Party went to the Slums and bought the Mauler's arm mace (ingredient). Next stormed the sewers, killing the Horrid Rakshasa in the midst (got Cloak of the Sewers), clearing Mekrath's lab (a group of spiders here - spiders don't like Greater Yuanties - well fighter support is necessary, because the Yuanties cannot slay all spiders on their own), killed Mekrath's Imp (at current levels a walkover). Freed Haer'dalis, got the planar gem and another Laeral's tear necklace (forged a second Cloak +2 with its help - went to Valygar).
Cleared Planar Prison. Very easy. The Elite Bounty Huntress (a F/M/C) can be slain before actually putting up a fight. While still neutral, she casts True Sight (if all party is FULLY invisible at entering the prison), and if all fighters surround and hit her in this moment, with the Giant Strength and Improved Haste buffs, she actually dies in half a round. Loot - a second Morning Star +2 and some scrolls (GoI - for the Necromancer).
The rest of the enemies include a spider group near the wyvern, but they and the Master of Thralls were no match. The pits are made to not swallow anyone, which helps a lot! It was the pits which made fights so much harder in vanilla or IA 5.0. Got the Gauntlets of Weapon Skill - went to the R-C, and another +1 ring.
Before destroying the Command Orb, buffed very well, and summoned several Greater Yuanti. After destroying it, 5 Planar Hounds appeared. Also, an Improved Web shot out of nowhere. Still, the 5 hounds lasted exactly 1 round. Next the party went to intercept the Warden. The Warden is apparently cheating, since his Chain Contingency with 3 FoD targeted tie Improved Invisible sorceress unerringly, but of course, she was not in the slightest the nearest person to him - she stood in the back (CC can be set only on Nearest enemy or Last Hit By, or Self of course - the sorceress was NEITHER of those when the CC targeted her). She survived because the Riskbreaker quickly unattached all +2 protective items and threw them to her, and she also equipped the Periapt of Life Protection. Afterwards of course she was the key element of stripping the Warden of his buffs (2 RRR + Remove magic did the trick). The Warden had 3 more Planar Hounds with him. Loot: a Permanency Scroll, an Improved Haste scroll, a girdle, some scrolls, the Wave shaft, Ajatha the Drinker, gems. The Staff of Air was looted from the last container (no longer in Master of Thralls' posession).
Afterwards the party got the playhouse as a stronghold, forged a second +3 morningstar using second permanency scroll, then with the last (so far) Permanency scroll and the rest of the ingredients forged Phosphorous +4. It went to the Riskbreaker.
With Phosphorous, proper buffing, other fighters and casters help, and several Greater Yuanti, the six skeletons + six golems described earlier were overwhelmed. Well, not with ease, but the fact that they could fight no more than two at once (because of the narrow entrance, blocked by the summons) also helped a lot. With that, the party could complete lvl 1 of WK (killed the other Fanatic Spirit guarding the candle and opened the way to the 2nd level, the statues are easy). Got a Dagger +3 (also got the Pixie ****** +3 from the Prison, so now both casters have +3 staves and +3 daggers) and some more items. Went to lvl 2 and opened it to the outside.
Next went to kill Pai-Na. Pai-Na is the only pre-Spellhold location of Spell Immunity scroll. However, killing her triggers the nasty Spider Queen fight on WK lvl 1. The Spider Queen has many nasty qualities, but the most important one for now is her immunity to +3 and lower weapons. Since the party has only one +4 weapon, the chances of defeating her are slim. That's why lvl 1 of WK had to be cleared out before tangling with Pai-Na.
The lvl 1 of Graveyard Catacombs is filled with improved spiders. The most dangerous are the Mutated ones - great saves, great immunities (to all kinds of elemental AND magical damage), and great resistances (to physical damage) + many HP and regeneration, of course. At present levels a walkover - but death to a low-level party. 3 such groups before killing Pai-Na (she's relatively easy although the vanilla spiders spawning from corpses are replaced by Sword spiders). Got the green Ioun stone for the Riskbreaker, and the Spell Immunity scroll for the Necromancer.
Went to finish the Temple Ruins. Had to fight 2 random powerful undead spawns. I feared of Skeleton Grandlords (again). Turned out that the first group had no Grandlord at all - just 2 Lords, 2 Greater Mummies and the regular Shade Lich. The second group, however, had 1 Grandlord, but the party fighters divided the skeletons, and while RB and the summons engaged the Grandlord, the rest engaged the other 2 Skeleton Lords + Warlord. Those all were lured, for 2 reasons - I don't like narrow places to fight, and also - separating them from the Shade Lich. Much easier to first slay the skeletons, then engage the sole Lich (and party levels are high enough for Remove magic to be successful).
Traxi: The easiest dragon fight ever.Still, the party
challenged the dragon by talking to him. But the summons and proper buffing hepled a lot, and even his
spell trigger didn't
save him. Loot: A permanency scroll, shadow dragon tooth, shadow dragon scales, CF scroll, and the vanilla gems. And a VOCALIZE scroll (those are very rare in IA 6.0).
Next was slain the Shade Lord. Here things were tricky, because he has the support of 2 Grandlords (apparently, due to high party levels). The RB and R-C challenged them, although R-C was more like an Ironskined wall which got the attention of 1 Grandlord (and also killed the Shadelord when his protections were dispelled). Due to enemy Field of Dark Magic, ProMagicEnergy is important in this fight.
So got all the parts to forge the Supreme Chain Mail (for the barbarian), also got other items (including 1 green scroll of ProLevelDrain).
Also completed the Limited Wish quest and cleared the outskirts of the Troll Mound (several Noble Trolls and several Spirti ones).
Entering the Planar sphere now. Party levels:
PC lvl 27 necromancer
Torham lvl 16-26 ranger-cleric
Alia lvl 27 sorceress
Grunt lvl 32 barbarian
Saros lvl 32 riskbreaker
Valygar lvl 26 protector
Fighters emphasized on combat HLAs (Criticals and GWW for barbarian), the R-C took Implosion and Globe of Blades. The mages have it all.
Modifié par saros_shadow_follower, 21 novembre 2010 - 11:30 .