Saint of Sinners wrote...
@Saros
Is IA6.0 very difficult compared to the earliest versions? The ones from a few years ago?
Yes. In IA 5.0, there was no experience cap, meaning a triple-class could reach levels 40/40/40. The Wish and Chain Contingency spells were un-nerfed. The multiclass HLA tables were untouched. Several powerful and early accessible weapons were unnerfed. Various important spells, like Spell Trap, were still present. Many important items were un-nerfed - like Potions of Invulnerability or Absorbtion, for example, but these are only few of the important examples. The Amulet of Power still granted immunity to Silence, and the Answerer still applied the 2 penalty to AC on each hit. Various powerful enemy abilities still allowed a saving throw (like the Stone Golem Slow, or the dragon's Greater Silence) although at great penalty. The random treasure slots (from monsters) were un-nerfed, allowing a character to gain access to some pretty powerful spell scrolls if he/she gets lucky with those random treasures. And finally, in IA 5.0 enemies didn't have cheating scripts, which trigger if: the PC is a fighter-mage of any kind, or the party consists of 4 or less alive party members. In IA 6.0 not only enemies have such scripts, but also certain powerful randomized items will not be dropped by the enemy if the party doesn't meet certain conditions (usually, alive party member count 5 or 6, and checks not only when battle ends, but several times in the dungeon as well, or upon entering - who knows for sure!).
Of course, there is the monster improvement abilites too. In IA 5.0, golems didn't dispel illusions on hit, which made Mirror Image, Blur and Improved Invisibility a viable protection vs them. And also, very few enemies had the cheating Purge Magic ability (dispels all buffs unquestionably), whereas in IA 6.0 each bigger golem has the ability. And not only golems, but certain other enemies have it too.
Saint of Sinners wrote...
It seems to me that every other post you have features some Skeleton Grandlord or whatnot. Weren't those kind of overpowered with regards to even SCSII? Also, is there any message board dealing with IA strategy? It seems like even David and the others don't play this (I used to be an observer at the G3 forums some time ago) anymore, what with some kind of feud. You're the only active person I see playing it, so much so that searching Improved Anvil on Google will basically net your name somewhere in them.)
Skeleton Grandlords are a common and powerful undead minion in IA. Right - minion. They're rarely alone, and usually accompany a powerful entity - be it a lich, or some sort of demon, or other force. Same goes for the lesser golems too, although a Grandlord is a much more dangerous adversary than a Gem Golem, for example.
Although these seem to be overpowered, I have to mention that Sikret's pet classes, like the Riskbreaker, aren't exactly vanilla either, as can be seen. Of course, this doesn't mean that the enemies aren't dangerous. To put it simply - even at present levels, if the tactic for a fight is picked unwisely, some party member may meet their untimely end by chunking very easily. Yes, even with physical resistances 65% or higher.
The message board dealing with IA strategy is behind an 'iron wall'. It is on the BlackWyrmLair forums, and you have to pay them to even get access for reading the forum. Not worth it. Besides, frankly, the info there is more than scarce. Because Sikret (the mod's author) doesn't like discussions of difficult battle tactics, various item locations or new quests spoilers, and deletes such posts quickly. Plus, when the access to their forums was still open, I read a lot of the topics there and didn't find much new info, however I did found out that the players there have somewhat limited knowledge on many of the game's aspects. That includes Sikret too.
I post on G3 forums as well, however I don't participate in any feud. Still, some people from the G3 forums, most impotantly the bigg, helped me a lot with info about the cheating ways of the IA 6.0 itself. Like when I was trying to figure out why my Berserker-Mage doesn't get the Spell Immunity scroll from Pai-Na's treasure trove. Turns out that the scroll is deleted if PC is a fighter-mage of any kind.
Yeah well, many people play the mod, I'm simply the one that writes about it. The others play it quietly.
Saint of Sinners wrote...
Anyway, good job with your run. Though I don't understand what's happening half of the time, I can basically see what is what. Still, Helm's Supreme Golem = crazy. I just don't understand that one. It's pretty much enough for that golem to kick Ascension's Demogorgon's arse without breaking a sweat. And *they* still need you to seal the Prince of Demons. Yeah, right.
Helm's supreme golem:
That guy has hilarious resistances to every type of physical damage. He's immune to +3 weapons or less, to missile damage, and to all types of magical/elemental damage. A 25-str fighter hitting the golem on Critical will inflict 3, maximum 4 points of damage. The golem itself has Purge Magic ability, which he hurls once every 5 rounds. It has an area of effect similar to Remove Magic and isn't stopped by any means (including Spell Immunity of some sort). The golem is also surrounded by a 9-th level Fireshield spell, which has some disabling effect (not sure what is it, my guys always save vs it). The Fireshield inflicts Fire, Cold, Electrical and Acid damage when anyone hits the golem in melee. The golem itself hits for a lot of damage, his attack is Crushing, but applies damage from the four elemental types as well. And his attack lowers the target's elemental resistances by 10% for 1 turn. And of course, his attack dispels illusions on hit. The golem has excellent THAC0 and armor class.
What else...oh right. The Supreme Golem gates in Elemental Golems in time. Each Elemental Golem gates in Gem and Coin golems.
Not that it's impossible to kill it, but in this case, the golem is the 'good guy'. He simply prevents the party to fight with the Green Wyrm and get some good items + the Scepter of Radiance. The party can kill the golem, but then they will never meet the Green Wyrm. The golem itself holds the Tome of Golems, which cannot be pickpocketed, and is usually lost forever in an Anvil game.
Since Sikret implemented new and powerful encounters, and left some of the old encounters untouched, there are hilarious differences in some battles. For example, Nalmissra and Aurnumach Rilmani are vanilla, as is Demogorgon, while the Orcish Horde is improved, and is a tougher fight than the three beforementioned ones together.
Yeah well, thanx, but I'm really not even close to the hardest fights in SoA or WK. But those will be on-line in chapter six, don't worry, and there are tons of improved enemies up to that moment. This now is simply a sparring routine, artifact collection and forging, because powerful battles require powerful party gear.
Edit: I cannot really describe each enemy's improvements, but let's keep it simple:
Most enemies are simply upgrades over vanilla monsters, with increased level, hitpoints, THAC0, armor class, and almost all have some sort of regeneration. More powerful enemies usually are immune to all types of elemental/magical/poison damage, and are resistant to some types of physical damage as well. Of course, almost all tough enemies are immune to all types of disabling effects. Many enemies carry undroppable weapons which dispel certain protections on hit (specific, combat, illusion) or apply certain effects (Miscast Magic), or grant the enemies undispellable buffs (Improved Haste, others).
Modifié par saros_shadow_follower, 27 juin 2011 - 11:05 .





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