Exploiting really is boring. After obtaining 620 000 total gold, I decided this is enough (unfortunately, it is not, and the party's definitely gonna have some money trouble later, but not big ones). Also, the party completed the Unseeing Eye quest. This is not as easy as it sounds. The Gauths now have Anti-Magic rays. Moreover. those rays are not stopped by Spell Shield anymore, and Shield of Balduran is omitted from IA anyways. However, the beholders and gauths shoot their rays not so fast anymore (4 rays per round), but they choose always the best option for their rays (meaning, if the target is protected, their first choice is Anti-Magic ray). They have many HP (for example, 3 Dragon Breaths are insufficient to kill them). However, they have also been deprived of several rays, more importantly Death Ray, which means summons can approach them safely. However, even Skeleton Warriors don't fare well vs Beholder's melee capabilities. However, the monsters summoned from the new Monster Summoning spells are excellent, especially the Greater Yuan-ti. This is solely thanx to their innate resistances, meaning partial resistance to Magic Damage and Electricity. For example, where Planetars die in 3-4 rays, a Greater Yuan-Ti is only on Injured. Guiding the summons via Farsight is essential for best control.
Killed Teshal in the Ghoul City as well. The second entrance to the city is now closed, and anyone wanting to enter has to use the main entrance. This almost always means one thing - the random undead monster spawn inside is going to join the fight. 2 Skeleton Lords, 2 Grandlords, a Shade Lich, another Grandlord gated by Teshal, and Teshal himself, plus vanilla Undead in this place all at once, plus Devil Fiends gated in by Teshal. A bit too much, but not really that dangerous. Priority: first Grandlords, second Warlords and Teshal, and finally the Shade Lich.
IA 6.0 Shade Liches use Spell Immunity Necromancy as buff. Apparently, this is to counter the new powerful anti-Undead spell, Disrupt Undead. Still, this allows high-level mages to simply shoot one Remove Magic and dispel all their buffs.
Loot from Teshal: Manual of Elaboration, a Freedom scroll, Skin of the Ghoul +4 (an item needed for Valy's improved armor). No Staff of Rynn here. Bad.
The quest ended. The party reported to the temple of Lathander, completed the vanilla quests of that temple, and got rewarded. Here the two mages hit lvl 32, while the R-C hit clerical lvl 33.
Alia got a new spell pick, she choose ADHW as new spell.
Also, the party reported (somewhat lately) to Lady Vanya about the success of their mission (destruction of the Rune Assassins). The party was rewarded with gold, xp and also 2 potions of
Barbarian Essence. The party has a total of 4 of these rare potions - one from the Improved Screaming Statue challenge, one from Alohoon's lair, and the 2 potions obtained now.
Went to Cromwell. Created the
Talisman of Greater Protection. Ingredients for this item: 2 Amulets of Protection +1, the Amulet of 5% MR (Unseeing eye), Kaligun's amulet of MR (Guildmaster of the Rune Assassins), and the Periapt of Proof Against Poison (Item Randomizer, so far I've found it only on the Green Wurm, WK lvl 3, or in the Illithid compartment). Also forged a ring +3 out of 2 +2 rings and a Rogue Stone.
HOWEVER - while creating those artifacts, Cromwell failed to take first the Periapt of Proof vs Poison, and next a Ring +2. Those were left in the inventory untouched! Very cool! And no, although this is an obvious Improved Anvil bug, I don't intend to sell those items, but use them instead.
IA 6.0 doesn't allow for characters wearing enchanted armor to wear greater protective items than +2. Also, if a character is wearing one protective item of +3 or greater enchantment, he or she cannot wear another item of greater protection than +2. For now, Saros is wearing a ring +3 alongside with his other protective items, since he's deprived anyway of armor. And the Talisman of Greater Protection went to Valygar.
Completed Marvella's second task from the Extended Mage Stronghold. The task includes battling a Noble Marilith and his 2 gated Abyssal Escorts. They use powerful protection spells, the noble Marilith has some dangerous spells and abilities, like lowering Elec res for example. They died so fast (high-level Remove magics and Breaches are bane to those, especially if shot under Alacrity), that the party didn't even notice what those can do. Loot: gold and a laeral's tear necklace. With it was forged fifth Cloak of Protection +2.
Now the party tried the Guarded compound. The first floor is easy enough, being guarded by the vanilla summons, however there are 4 golems (2 gem + 2 coin), 2 Skeleton Lords and a handful of Assassins as well. Nothing much. However, the party cannot leave until the enemies on lvl 2 are slain (Sion, Ketta and their group).
The party re-buffed well. Got a lucky 'Improved haste on all' wish, which preserved Astarta's 3 memorized Improved Haste spells. This is important, as it turns out when climbing upstairs, in addition to the vanilla traps, there is also a 'purge magic' trap on party. All buffs were dispelled. Didn't know about that (didn't test it, decided it would be as easy as in IA 5.0). Still, it was very lucky that the party was buffed with undispellable buffs like Giant Strength (Valygar and Grunt), Foreknowledge (Alia and Torham), True Sight (Valygar) and Improved Alacrity (Alia and Astarta). Also, the two mages has a Contingency and a Chain Contingency ready to be activated, and they did indeed. Alia charged hers with proEnergy, GoI and Mass Invisibility, Contingency with Haste, while Astarta charged hers with ProEnergy, GoI, ProElements and ProMagicEnergy. Also, Astarta cast Improved Haste on three of the fighters, while Torham cast Ironskins, and the fighters re-activated Hardinesses. Then the Mass Invisibility and other Contingencied spells triggered. The two mages cast ProMW, and started dispelling Sion's buffs. Sion fell in half a round, however the fighters were taking massive damage. RB activated Chain breaker Stance, Valygar activated Contact with Nature, Torham started Greater Restoration cast, and Koshi got REALLY lucky with his Thunder strikes from the Celestial fury katana. Well, it all went to the Riskbreaker Saros, who has enormous amount of HP anyways. Valygar got backstabbed by Ketha for 70 under Hardiness, and quickly eliminated her afterwards, while Torham completed Greater Restoration, and Saros and Grunt took care of Sulman (the enemy cleric). Alia summoned some Yuanti, and the two mages took participation in the fight by casting Breaches on enemies erecting Hardiness. Not a very hard fight, after the mage is down and the buffs partially restored.
Loot: static items. Another scroll of ProLevelDrain (a second one), the Celestial Fury (went to Valygar, replacing his +3 katana), and some other, not very amazing. Also, the Helm of Charm Protection was here. No Helmet of Defense - not here, not anywhere. For now.
The reason for fighting this party is (apart from CF katana) battling with a Greater Elemental Golem. The party has already faced such an opponent before, so the tactic was similar (and very successful). The only difference between the golem which Alohoon gated and this one is that this particular golem summons minion golems much faster. He managed to summon an Amber, a Coin and a Gem golem in 3-4 rounds. While the Gem and Coin golems were defeated with ease, the Greater Elemental golem had dispelled the fighters' elemental protective buffs before dying, and the Amber Golem lowers electrical resistance when someone hits him as well as deals electrical damage (like a fireshield, I like to call it Lightning Shield). In short, if a protected from Electricity fighter hits him 4 times, he has 0% electrical resistance and has taken some damage on the 2nd, 3rd and 4th hits (progressing as the electrical res drops). This drop can go to a minus, however it wanes in a couple of turns. Meaning, if a warrior hits the golem 10 times in 1 round, he'll have elec res dropped by 250%, next round by another 250%, and the next round the first 250% have already waned. The golem is most vulnerable to Slashing damage, and is immune to +2 and lower weapons. Meaning, the best way to kill him are Rays of Fragmentation. If a warrior has to have any hopes of surviving (esp on Insane), he needs ProElec, ProEnergy AND ProElements, thus being able to strike six times before retreating for rest a couple of rounds. Those six strikes are best if Criticals, meaning Valy and the RB were buffed in such a manner, then each of them took six strikes, then retreated leaving the pre-combat summoned Greater Yuanti to take care of the golem for a while, and then killed it after a couple of rounds.
Loot: a Chunk of Amber from the Amber golem, some gems and coins, and from the Greater Elemental golem: Jhor the Bleeder +2 (a new item inside the randomizer, I was very surprized), the Holy Scabbard (actually worth something - sold it for 1500 gold), the Aeger's Hide +3 (Item Randomizer menu, found this item either here or in the possession of the Ancient Dragon), Ring of Lock Picks (also, Item Randomizer), scroll of Hand of Undoing and another of Ray of Fragmentation. No Staff of Rynn here either!
Found the vanilla Paralyzation wand on this level as well. As far as I remember, in IA 5.0 it was totally useless, so better to sell it and forget about it altogether.
Valygar hit a level here, choosing Hardiness as new HLA. In the same time, Grunt and Saros also hit a level (now 39), and chose a new Critical and GWW. Also, they picked new proficiencies - Grunt picked one in Axes, while Saros picked one in Longsword, attaining Grand Mastery. A weapon rearrangement: Girdle of Lordly Might went to Saros. He equipped The Truth +5 main, and a Flail +3 off. Valy took Phosphorous +4 morningstar main and Belm off, while Torham got the Flail of Ages +4 main and Hammer of Thunderbolts +3 off. The belt of Inertial Barrier went to Valy, since it complements with his armor for 50% magical dmg resistance.
Since three parts of Valygar's improved armor are present, and the party has a farily good guess where the fourth part is, they decided to make a quick trip to the Troll Mound. The outside of the Mound was previously cleared from the Noble troll guardians. The party buffed extremely well and entered.
This battle is far from easy. In IA 5.0 inside the only improved enemies were the troll King (a powerful Fighter with multiple HLAs and innate Knockback ability) and the Troll Queen (a C/M or a F/M/C - unure which). However, in IA 6.0 there are several implementations: First, there are several Noble Trolls guarding the royal couple, second and most important, the King and Queen are immune to +3 or lower weapons, and third, after one of them dies, appear 15 Vengeance Trolls. Vengeance trolls are a breed of the vanilla Spirit trolls, with the ability to drain str on successful hit, however Vengeance trolls are far better fighters, with more HP, under permanent Improved Invisibility and (Improved?) Haste. Still, the party had no trouble. After defeating the vanilla trolls near the entrance, Alia summoned 3 Greater Yuanti and an Elite Troll. Only those 4 summons charged on the enemies. If the Troll Queen sees a mage or a cleric, she starts immediately with Storm of Vengeance, which is an excellent way to disrupt spellcasting. However, if she doesn't, she starts with a Mordenkainen's Sword summon. As soon as Astarta heard the Queen chanting an arcane Evocation spell, she charged forward under Alacrity. Several quick RRR, Remove Magics, and combined efforts of Valy, Saros and Torham eliminated her quickly. The troll king was battling Greater Yuan-ti (their weapons can harm him, apparently they are +4). Vengeance trolls appeared, the two arcane casters activated ProMW, the fighters focused on the King (Chaotic Commands pre-buff vs the Unconsciousness effect of his Knockback), Astarta cast Breach, followed by Malison, refreshed Alacrity, followed by a couple of ADHW spells, while Alia joined with Dragon Breath, and Saros activated Risk Decrement. All those AoE abilities severely damaged the Vengeance trolls, and they were much easily slain. The king fell first, of course.
Loot: Static items as well as randomized ones, Unsure which are which though. Bracers of Archery, Spear of the Unicorn and the Club +2, Gnasher are surely static, as well as another Barbarian essence potion, a scroll of Prot from Level Drain and Monster Summoning VI (summons Elite trolls, scribed by Astarta), and a suit of
Green Leaves Armor +3. There were also the Protector of the Second +2 (unsure about this if static or randomized) and Tansheron's Bow +3 (Item Randomizer).
The party went to Cromwell and used their last (so far) Permanency Scroll to forge
Improved Corthala's Family Armor +6. Ingredients for that armor: Protector of the Second +2 (Randomizer, I think), Aeger's Hide +3 (Randomizer, either Ancient Dragon or Greater Elemental Golem inside Guarded Compound), Skin of the Ghoul +4 (static, Teshal).
Next target: Kangaxx. Apparently, not gonna find a +4 polearm for the Barbarian, but three fighters wielding +4 weapons should be enough. The two liches guarding his parts were no match. As was Kangaxx himself...
Kangaxx in Lich form is lvl 27. In Demilich form - lvl 31. His Lich form isn't much different from a Shade Lich, however he uses SI: Abjuration. No matter. The party are under illusions. Two mages are under SI:D. Last 2 buffs on Saros and Torham before going Invisible was Death Ward (Death ward protects vs Imprisonment, however it has a casting time of 7 so it's no longer a good combat buff, but as pre-buffing is as good as ever, although it lasts only 2 turns). Everyone was protected from all elements, from Magical Energy and from Energy on top of that. Kangaxx in Lich form managed to cast True Sight, but fell quickly to the warriors' assault, managing still to release his death CC with 3*ADHW. During his transformation to Demilich, Alia refreshed Mass Invisibility. Kangaxx's Demilich form appeared. It is under permanent Alacrity, but doesn't have reduced casting time (or it's too small to notice). Anyway, Saros had already activated Chain Breaker stance right when Kangaxx died in Lich form, and now he could immeduately activate Critical Strike together with Valygar. Torham was extremely well buffed, and despite Kangaxx's great AC, also managed to hit more often than not. Kangaxx started with Remove Magic. However, party buffs are at least lvl 32. So Remove Magic did nothing. But he was already on Injured. Next, he started True Sight. That has a longer casting time. Fighters refreshed Criticals and kept pounding. At Near-Death Kangaxx tried an abjuration spell of some sort, most probably Breach on one of the fighters in hopes of Imprisoning him afterwards. Grunt was protected by Barbarian Rage, Valygar was protected by Contact with nature, and the other 2 fighters - by Death Ward. Kangaxx didn't manage to dispel anything. He just died.
Loot: a Diamond Necklace (worth 4500 when sold, not an item ingredient, but maybe it will be needed for some quest, so it will not be sold for now), a Freedom Scroll, the Ring of Gaxx, and some other minor scrolls. The ring of Gaxx went to Valygar, while the Periapt of Greater Protection was given to Saros.
Forged a second +3 ring as well - equipped it on Astarta.
Current levels: Astarta and Alia 32, Grunt and Saros 39, Torham 16-33, and Valygar 32. Current gold: 410 000. There are indeed very few things left to do pre-spellhold at this moment, but they will all be completed. Alia needs the Robe of the Neutral Archmagi, maybe will try that fight, however it won't be easy.
Modifié par saros_shadow_follower, 27 novembre 2010 - 08:20 .