Chapter 6, Part 1:
OK it's not part 1 but we can safely assume I reached the point of my previous run, except that I didn't fight Teshal yet.
Went to the Underdark. Using the Old Stone given by the Old Squirrel at the end of the Hard Nut to Crack quest (after defeating Pitre&Valeria and reporting to lord Balthis) we fight a battle with an Avatar at the Kuo-Toan Altar. The Avatar can dispel specific protections on hit and has a chance to trigger a Chain Lightning on hit. However his enthusiasm was wasted on Swanmays. He can be harmed only by +4 or higher weapons though.
Loot: Magical Pull device and some gold.
Using the Magical Pull, we will later obtain the Ruby of the Gods from the former Sun Gem Pedestal (base) at the Temple Ruins.
For now, we're going back to the Mindflayer lair, which is the last thing we have to do in Underdark. Took all kinds of Drow Armor naturally.
Inside: Managed to kill only 1 out of 3 neutral Mindflayers on the tribunes after Simyaz has DD away. 9000 xp instead of 27000, should've planned more carefully.
Collected 4 Mindflayer circlets, those are one of the biggest treasure obtained here. In IA, they can be sold per 375 gp each, but we're not gonna do that.
used Lower Resistance, Doom and Domination to charm a Mind Flayer instead, who opened the two required doors.
Respawning Flayers in the eastern room no longer give xp though.
Rest of the maze as per vanilla, only a few Kuo-Toans are improved (no mages or priests though) and the Insane Dwarven Warrior who has the Ring of Fire Control.
In IA, that ring grants only 25% Fire resistance. The dwarf has full plate, +3 axe, +1 cloak, +2 medium shield, and 15 Superior Healing potions. Nothing special.
Killed Simyaz and two of his warriors while trying to DD away. Dunno why, they're available later for killing anyway.
The Master Brain fight:
Part 1Part 2Prebuff included Wish for Rest after summoning the Greater Djinni, that's why I had another ring charge vs the Master Brain
The cutscene sometimes allows for a quick push of summons through the door. This time it was simply too fast.
Didn't calculate precisely for the Purge, that's why it affected the R-C. No problem, other characters' buffs were intact.
The Master Brain summons more Brain Golems as time passes, and shoots Purge Magic once each 5 rounds. cannot be killed until the Elemental Golem is alive, that's why in this case regretfully I will be at a serious disadvantage if I try draining the golem out of summons. The confined space is what makes it so bad.
The golem drops: Spell Immunity, Improved Haste and RoF scrolls (now have 3 from each of those), and 2 randomized items - the Flame of the North (really duuno why this crap is randomized) and Kundane (ingredient for improved Cutrhroat, grants no extra attacks in IA).
And, we're back at reputation 20! And have all parts for the Equalizer sword, which is next in line to be forged. Plus, we can now safely sell the remaining drow armor, since the Underdark is completely cleared of opponents. It's possible to return later to trade with the Swirfneblin though.
The Brine Potions are worth 1500 gp each, a total of 8 for 12 000. They have absolutely no practical application whatsoever. The elder brain blood is worth 1800, same as Elder Orb's eye or Kuo-Toan blood. Since only one is needed for completion of the Drow Quest, never approach the Matron Mother with all 3 in pack, or she will just take them and thus -3600 gp. Sold a lot of items, gold is back to 255 000. RB and B-M are very close to a level-up.
Obtained the Ruby of the Gods. Saros hit a mage level here (23), picking Dragon Breath as HLA.
The ruby has some purposes in the last Vagrant-specific quest, but since we're disregarding that quest (nothing much to be gained there while risks are great) we might as well sell the gem for 15 000 gp. However I'm unsure if it's needed to trigger another Vagrant-specific quest, so for the time being we're keeping it in a container.
Went to Windspear Hills for the final touch. A WindMaster comes out of the well, it has some nasty abilities which I didn't wanna see in action. starting alacrity on both mages, trugger with Lower Resistance, followed by triggers/sequencers/chain contingencies with Flame Arrows, Magic Missiles and ADHW, CC refreshed, MM arsenal depleted, Windmaster dead in a flash. RB gained level 27, picking another Critical Strike HLA (now 4) and also putting fourth star in Bastard Sword proficiency.
Next in line for a level up are the sorc (needs 220 000) and PC (needs 150 000). Both level-ups are important, especially that of PC, after they level we're gonna attempt the Twisted Rune fight.
Cleared the elemental labs on WK level 2. Fewer xp than in vanilla (I think some quest xp has been eliminated).
Really tempted to try the Chromatic Demon, if we could defeat him we clear the way towards some easy xp on WK level 3 as well as being able to forge a number of nice artifacts.
First went to Elhan, reported to him for 150 000 quest xp (enough for R-C to gain clerical level 29 and PC to gain Vagrant level 25). Killed three of his associates at the very doorstep of Suldanesselar via a quick Sequencer with triple Fireball which triggered 4 Sunfires naturally. Elhan and one of the mages managed to hide in the city fast.
As long as we don't enter the city, all is fine. We returned to Minister Lloyd, reported for the defeat of the Shade Lord and started the vanilla ranger stronghold.
As a side note, at level 25 the Vagrant can summon the most powerful Swanmay available, the Queen herself (or multiple Queens via Wishing for rest).
Reloaded here! Vanilla game bug caused spawning of the wrong Delon (appeared the initial one which the party meets near the Government building) after completing Lord Igen's task (killed Igen after giving him the medallion, but this has nothing to do with the failure of the ranger stronghold, since this could be one of the solutions here). The bug messed up the whole ranger stronghold quest. After the reload, the right Delon spawned (the one warning about the ogre assault) and everything went smoothly.
Sorc gained lvl 24 after helping Madulf (we also recovered the Shield of the Lost from him). New HLA picked was Comet. I was expecting next 9th level spell pick, but this appears to be on level 25 or even 26, don't remember.
Near the ranger cabin (in which we find 1 Magic Shielding potion amongst the loot) now appears a nymph called Messenger of Light, which can supply the party with one out of three sets once per week (for a limited amount of weeks, either 6 or 7 IMO):
A Batch of Potions: 1 Magic Shielding, 1 Magic Protection, 1 Superior Healing, 1 Clarity, 1 Acid Res, 1 Fire Res, 2 Elixir of health, 3 Regeneration, 1 Vitality
A Pack of Clerical scrolls: 1 Flamestrike, 1 Chaotic Commands, 1 Free Action, 2 ProEvil, 2 Defensive Harmony, 3 Cure Serious Wounds, 2 Cure Critical Wounds, 1 Raise Dead
A Pack of Wizard scrolls: 2 Death Spell, 2 PFME, 2 Contingency, 3 Chain Lightning, 3 Stoneskin, 3 Cone of Cold
Looking at what's most profitable gold-wise, it's obviously the mage scrolls (total sell value of more than 7000 gp)
Looking at what's most useful, it's either the mage scrolls (PFME), but Potions of Magic Shielding are way more rare and valuable, so it's the potion batch
Looking at what's most useless, it's defintiely the priest scrolls - neither a good market value nor something extraordinary. Now if those contained a Champion's Strength, Ironskins or Righteous Magic scrolls things would've looked a lot differently.
So we're gonna go for the batch of potions each and every time. The rest of the potions can still be sold for about 1500 gp, which is not that bad, and the Fire Resistance potions also can come in handy (these cannot be obtained via Alchemy or Wishing).
As far as things go now, we have to kill Umar and her Wondrous Imp (improved). The Wondrous Imp has 4 waves of summons: 2 Minotaurs, 2 Whisper Spiders, 2 Coin Golems, 2 Gem Golems. Umar gates in waves of 2 Skeleton Lords+1 Warlord, for which I'm not sure if they're finite. However, at present party levels I am unsure if we can play the endurance game with her. We'll aim for a quick kill after the breaking point of the fight.
Again the most important figure in the oncoming fight will be the B-M, but the sorc can come along for a while as well.
The fight itself:
Part 1Part 2Part 3The sorceress played equally as important role as the B-M. The key moment is Umar's TS refreshing, which comes 1 turn after her starting TS casting. That's why PC and B-M had to have PFMW erected at different times so that one of them could always have a clean aura to shoot either Sunfire or LMD. Forgot to memorize LMD on BM, otherwise he wouldn't shot that second Sunfire but would settle for LMD instead. Also, tried to refresh Foreknowledge in the most inappropriate moment, which also was a big mistake. Still, overcasting PFMW with B-M at least helped here since the last copy had about two more rounds before expiring,and so he calmly cast Sunfire.
The goal was to lead Umar alone to the rest of the party, however she was somewhat reluctant and managed to summon fourth wave of skeletons. But since we greeted her with summons only, she chose to cast MM on a Swanmay which was her demise (and Critical Strikes of course).
So, in the end, 4 waves of skeletons dispatched safely, and also all of the Woundrous Imp's Fantastic Summons. Decent. Approximately 80 000 xp per party member. If I had waited a bit longer before attempting this fight I could prolong it a bit more (fifth wave possibly) because the B-M would have had grandmastery in quarterstaves at lvl 24. But still, when Umar died, Spell Immunities waned, which meant that probably I did the right choice by not prolonging the fight anymore. SI can be refreshed naturally, but soon after II also wanes, and refreshing both while combating multiple Skeletons/Golems is not something that can be done safely in a no-reload. Probably if I put my mind to it, I could devise something in order to more thoroughly drain Umar out of skeletons, but it simply becomes risky and bothersome.
Umar drops a Laeral's tear necklace and some scrolls (5 PFMW, 5 RRR)
Returned to ranger's cabin. Inside it was Delon, who told Jack Sparrow something about a shimmering light appearing nearby and also asked him not to leave the Umar Hills area yet.
Rested 3 full days, in the night was visited by Delon. Nothing. Second thing same, this time answered "I see it" and went to investigate. East of Valygar's cabin we found a man and a little girl. The quest starts here.
After Roshan's taken by a MNORH paladin, we go near the mayor's house and rest 2 full days. After that, Chief Inspector Auriel appears just outside.
We talk to her and our first clue is an evil Enchanter in the Druid Grove. The enchanter is positioned right above the Troll Mound.
Video for the fight
here.Not that it's something notable, I just wanted to see if I could force the dominated paladin and ranger to kill each other. If the party kills them even if they're hostile, there is a significant reputation penalty. The enchanter drops a ring +1, and some scrolls (4 PFMW, 4 RRR, one PFME, etc).
Mazzy's sister quest triggered at this point btw.
Second task is much more complicated, we have to kill an evil Illusionist in the temple sewers. Naturally his levels are high enough so that only the R-C has some chance of dispelling him. We will try another tactic though.
Video for the fight
here.As can be seen, the tactic included Khelben's Warding Whip. A little clarification on that:
In IA v6, enemy's Improved Invisibility works like an improved version of permanent Spell Shield. As long as it's active, spells cast from scrolls or chain contingencies targeted on the II caster have no effect. Also, the Breach Wish option has no effect on such opponents. Meaning, that if I am to cast any spell or combat protection removal, it will be blocked by II if it's active. However, this is not true for a player's Improved Invisibility - if for example an enemy starts casting Breach and a player activates II before enemy casting is complete won't stop the Breach from taking effect. Double standards, as usual. Or monsters blatantly cheating. What's allowed for the player should be allowed for the monster and vice versa. If monsters benefit greatly from II, so should any player for that matter.
Anyway, Khelben's Warding Whip is the only available prolonged spell removal. if it is cast at an enemy who hasn't yet activated his Improved Invisibility, the spell will take effect. It won't dispel anything right away, but on subsequent rounds, it will remove enemy's SI:Div, leaving him open for Breaches after True Sight kicks in.
The enemy managed to waste a PFMW scroll, sadly.
The Phantasmal Killer is scripted to attack PC and PC only. That's why after I encircled it successfully and it just stood there waiting to be killed. It drains great amounts of Intelligence and is naturally not as easy to kill as a Mind Flayer. And it's vulnerable only to +4 or higher weapons.
Anyone vulnerable to melee attacks who approaches the illusionist will find an unkillable Vampire and Coin Golem.
Almost the same loot as the Enchanter, ok a cloak +1 here, big deal.
The Warding Whip tactic may not seem important yet, however there are powerful enemies that hide under SI:Div as the game progresses, and to make the cheese into a cheat - some of them are immune to Dispel/Remove magic. Sendai and Karun the Black are the most notable examples of such mages.
On the way back, we complete Mazzy's poisoned sister quest. After that, we try to ditch Mazzy - yes, it works. It will work if we don't enter Suldanesselar.
The conclusion of the Shimmering Light quest awaits at Umar Hills. We talk to Auriel again, go to the cabin, talk to Delon, go to Umar's cave, we prepare and enter to find a Greater Doppleganger.
Video for the fight
hereThe fight is similar to the Mithril Golem in Spelllhold, naturally we have a lot more resources now thus the fight is a lot easier.
Conclusion of the quest is inside MNORH. We get 100 000 xp (not quest, regular) and a ranger-only ring,
Protector of the Woods. The ring doesn't grant saving throw bonuses, but it's surely useful when fighting pure melee battles, for the HP bonus.
We also get one half of the note pointing towards Grandfather of Rune Assassins location. Other half can be found in the Extended Paladin stronghold tasks, for that we have to kill Firkraag first. For now all that is put on hold.
RB gained level (28th), choosing Hardiness as HLA. Probably I'm a bit too cautious.
PC xp is a bit over 6 400 000, no close arcane level-ups. Probably now is a good time to fight the Twisted Rune or the Chromatic Demon. Have to pick either... Of course, there are two more easy xp and gold locations, namely Teshal and the Guarded Compound, maybe will pay them a visit first. We'll see.
Modifié par saros_shadow_follower, 16 juillet 2013 - 07:51 .