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Improved Anvil v6 no-reload run (or few-reload run) - an attempt


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#51
darkjeshush

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wow you really let the time pass alot. I know it doesn't matter in this game, but what is your elapsed in-game time when you depart for spellhold? Like 150ish? I usually go around Day 30ish, at around 1.9 to 2m xp.

I don't know why, but I simply cannot let the in-game time elapse with no activity. (like resting in graveyard district for a week, etc.) I always need to do multiple objectives with the least amount of rest. Someone called that playstyle "Ironman" which doesn't mix well with no-reload playstyle.

Also, I'm not so sure about the no-reloadness of your Tolgerias cheese. The guy was saving on rolls of like 3-4. I tried it out after reading this, and it took like 10 reloads from start to finish. Also, sometimes Tolgerias keeps failing to trigger his contingency buff chain (dunno wtf) and then can't 1v1 the amnish guard like that.

Modifié par darkjeshush, 19 juin 2013 - 12:53 .


#52
saros_shadow_follower

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darkjeshush wrote...

Also, I'm not so sure about the no-reloadness of your Tolgerias cheese. The guy was saving on rolls of like 3-4. I tried it out after reading this, and it took like 10 reloads from start to finish. Also, sometimes Tolgerias keeps failing to trigger his contingency buff chain (dunno wtf) and then can't 1v1 the amnish guard like that.


It's your right to be doubtful, but I didn't say it happened right away. If Tolgerias saves 6 times in a row vs Mental Dominaton/Emotion, I go outisde and rest. Emotion is shot from off-screen, so no danger there. Of course, Tolgerias was positioned in a place which is off-screen to the entrance point.

Even in test attempts, Tolgerias never failed to trigger his buffs.

If you made 10 reloads, then it's something you didn't understand very well about this "cheese". It's practically extremely easy once you grasp the concept.

Probably if I made a video here all would be clear, but I didn't and I don't intend to do it now.

Yeah I probably went to Spellhold on a day 150 or something, have to re-check on that. It's actually trips to WK - outside areas that waste most of the time. But I really don't like fighting those random bandits in a no-reload game, with minimal (but still existent) risk and no reward whatsoever.

Modifié par saros_shadow_follower, 19 juin 2013 - 03:58 .


#53
saros_shadow_follower

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Chapter 6, Part 2:

We clear completely the three new areas of monsters. Some are vanilla, some are lightly improved, nothing special. Killed Coran too. Killed a bunch of trolls twice using Death Spell (twice the xp). Kruin awaits in the S-E part of the Tethyr forest, will return later for him.

Forgot that Coran's cottage is haunted by Mists, returned to kill them.

Sold tons of stuff in Umar Hills. Too bad I don't carry the Human Flesh, could've triggered Darcin Cole's mages for a bit more xp.

Windspear hills level 2: triggered the first random golem group - success, a Greater Bone Golem here instead of a regular Bone (30kxp compared to 10k).

Saros gained a level here (19), picked Improved Alacrity and I still wonder why. Should've gone with extra 7th level spell.

Cleared King Strohm's tomb guardians. Here Jack gained a level, picking Contact with Nature as HLA (this is an IA feature, replaces the useless Tracking HLA which rangers get in vanilla). The immunity to Petrification is useless though since no IA enemy petrifies, and vanilla enemies have also been tweaked not to petrify (like Beholders).

Samia's party is next. Also, 3 Skeleton Warlords rise in response of the tomb being looted. Blocking their path with a PFMWed character is clear enough, but the trick in this fight is pulling all fighters away from Kaol so he doesn't activate an Absolute Immunity scroll right away. Akae and Chak are very susceptible to Emotion, and a Greater malison ensured they don't save.

Video for the fight here.

My contingencies miserably failed. Probably could load another CC with triple ADHW, however that was unnecessary.

Loot from this fight included static items only. No Vecna, no Girdle of Hill Giant str, no nothing. Even so, it wasn't a total waste of time, since we found a lot of static items (nothing remarakble for the party), and also a Spell Trigger scroll from Kaol (will help immensely vs Kruin). Also, Torham gained clerical level 23, which is still not enough vs Kruin (I think his mage level is 25, he's a F/M naturally).

New HLA picked: Aura of Flaming Death.

Cleared the rest of the dungeon. A minor improved spider spawn here, as well as another golem spawn identical to the first in any aspect. Good amount of xp, yet not enough.

Reported to Garren.. Next order of business: Kruin.

Hmmmmm... from another run I have information that Kruin actually doesn't show up in Trademeet! This is excellent, so we go there and swap Imoen for Mazzy. Had I this info sooner, I would've swapped Imoen for Cernd first, because when fighting Tazok with Cernd in party (alive), Tazok drops the Cloak of Balduran (nerfed), that can be sold for 2500 gp. Ah well. Laeral's tear necklace in a container here.

Conster is a bit problematic, since he has an unbreachable Stoneskin (vanilla game bug). Can't Remove it either, low levels. But since we have knowledge of that vital information, removed his Stoneskin via ranged weapons (don't wanna him to waste an Absolute Immunity scroll, he wasted a RRR one instead). BTW from his Skeleton Lords collected the remaining 3 Free Action scrolls! Excellent, we have 6 now - just the amount we need for a specific upgrade.

Bane and Seri got a level up. Important sorceress level up, 20. Decided to pick an early Alchemy HLA because my warriors can certainly use those Defense potions in the oncoming fight. New spell pick at level 9 is Monster Summoning VII (calls those nasty Greater Yuan-Ti fighters, however this time they're on our side, they're 19th level fighters and wield +4 swords). Bane picked an empty HLA, Power Attack.

OK now we go to the Forest of Tethyr, prepare really well (CC cast a day ago, rested in a safe place - not in this forest, rest is interrupted), prebuff included Wish (Saros first cast ProCold, ProMagicEnergy and ProAcid on everyone, then rearranged spellbook, also Mazzy activated her Invoke Courage a total of 4 times), if Wishing for rest was unsuccessful would've gone again to Exit to Underdark area to rest-return-rebuff, Bane added a Defense potion to his buffs (those can now created by Alia's Alchemy in unlimited quantities).

Kruin's fight can be won all at once, the remaining 3 fighters + sorc focusing to clear the 2 Elemental golems ASAP - not very hard. Thing is, I need the experience. And the gold. That's why a new tactic would be applied:

Part 1
Part 2
Part 3

Now the party has safely retreated, but if they enter the Forest of Tethyr again, those Elemental Golems + their minions will look for them.
This doesn't scare the party as they have a powerful pawn:

Part 4
Part 5

Killing golems isn't the biggest problem. Looting their corpses + safely running away is. Still no problem.
The IA's enemy scripting which forces them to switch target if their weapons are ineffective played the golems a bad joke, since the only unprotected target they could see at the time were Mordy Swords. Which allowed the party not only to escape safely, but also not to lure any golems to the entrance point (which in this case was also an exit point).

Decided to return to the city. Now that Kruin's dead, probably Cromwell's forge is open for business. Turns out it ain't! That place is probably sealed until we defeat the Elemental golems!

OK but Ribald is open. We buy a CC scroll for 9000 instead of usual 7400 (Vithal, Vithal...) but we need that scroll to ease the fight. Saros puts it to good use.

Part 6
Part 7

Very strange indeed. Is it because the golems were distracted by Mordy swords, or because the party enters this region for a 3rd time, but the golems now stay in place, and the Elemental golems are in their original position (where Kruin summoned them in the first place). And probably one last trip:

Part 8
Part 9

Stange...I counted only 10 minor golems. Didn't I wait long enough? Or are there 2 more minor golems hidden in the woods? We'll find out later...have to be watchful in that elven forest.

Loot from this fight,well, I think you saw it. Nothing really valuable. Sellables.

Went to Cromwell (yeah, after killing the 2 Elemental golems his forge is open again!) and forged:

Two Cloaks +2
Two Rings +2 (everyone but the girl have two +2 rings, she has +1 in pack)
Indigo Ioun Stone - excellent for the RB
Adamantite Horn of Valhalla
a second pair of boots of Speed
Wave Halberd +4

With that, and after selling lots of useless items we're at 225 000 gp! But we really need for now only 150 000 gp to forge Poseidon's wrath and a bit later - 90 000 more to forge Crom Faeyr and the Improved Cat Figurine. But we have to fight some more improved battles before we get there! And even now we have lots of stuff to sell if need be.

Went back to Forest of Tethyr. Found the 2 rogue Gem Golems. Also found 2 Mist Horrors which I obviously missed. The three new areas should be searched far and wide not only day-time, but night-time as well, because different random monsters may spawn in a cleared location.

Returned to Athkatla, went to the Graveyard (Bodhi's starting vampires dealt with double CC with 3*ADHW). Went to the Temple, got the first vanilla Paladin stronghold task, enlisted the aid of the paladins vs Bodhi. Went to Shadow Thieves headquarters, upon entering killed their messenger (Sequencer flame arrows + MM from sorc, no penalty whatsoever, 7000 xp), talked to Aran afterwards, enlisted his help vs Bodhi as well.

First Paladin stronghold task is tricky...when we go there, first thing is to eliminate that coward that leads us to the battle but runs away...always forget his name, Sir whatever. A quick spell sequencer with Flame arrows takes care of him. He drops a +1 longsword and a full plate. Next order of business is clearing some enemies, Seri does that with CC*3ADHW fast. Next comes Saros, who Mazes squire Elotte and the paladin to the right. With them gone, the party calmly kills the remaining paladin (the one to the left) + the remaining couple of monsters. We loot everyone and wait. Elotte comes out of the maze neutral and thanks us. We again explain "Well, an orc made a critical backstab with an arrow point...and again, and again...". She thanks us and leaves.

And here's our reward for doing all of that at MNORH headquarters.

Second task did the "good" way, Sorcerous Amin is the most dangerous opponent here, used normal weapons to slice through his protections. He wasted one of his 4 PFMW scrolls. Also killed Crolus fast after talking to the Baron (2500 xp, plate) but left Lanka and the other guy untouched.

Completed the third task of the vanilla stronghold as well.
Fortunately, Hurgis turned out to be evil! A Cloud Giant str potion + 30 000 extra xp are always welcome! As for the fourth task - we will face Firkraag much later.

Some party members are close to level-up, no one's there yet. Gold is 240k, but I remembered I need 60k more for another important upgrade. OK we can definitely make it without selling something of real value.

Modifié par saros_shadow_follower, 19 juin 2013 - 06:07 .


#54
saros_shadow_follower

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Chapter 6, Part 3:

Delivered Yoshimo's heart to the temple of Ilmater in the Waukeen's promenade. Charmed the children inside, attacked the priest, he attacked the children (those are apparently made by NASA, they can't be damaged) , then we killed the priest (no penalty). Looted the heart from his body. Got 200 640 xp.

Delivered the heart to the other Priest of Ilmater (on top of the Slums). Got another 200 000 xp.

Too bad there aren't any more temples of Ilmater. Sigh. Anyway, PC, Saros and Torham all gained levels after that. Torham is 1 level short of getting a Holy Symbol (24th at present), and picked Implosion as HLA (at least something that can be used vs SKeleton Grandlords). Saros gained mage level 20, picking extra 7th level spell as HLA (he really needs more spell slots at all levels). More importantly, he now casts Giant Strength for 24. PC picked an empty HLA at lvl 21, Power Attack (most importantly his base THAC0 has reached the limit).

Ok, with that and Kruin I think I more than compensated for the loss of the Fighter stronghold, yet it would be good to have it as an addition...well if I ever make a next run, won't make that mistake twice.

Since now no one of importance is close to a level-up (only Bane), we might as well go and try the Troll Mound.

The Troll King and Queen inside are vulnerable only to +4 or higher weapons, and unfortunately, at present the party has very few of these. OK we have two halberds, but the only one to be able to wield them effectively is Saros...will try it as it is.

Part 1
Part 2
Part 3

Messed up the tactic completely. First, didn't count my Breaches. Scrolls saved the day. 2 wasted. Second, wanted to try that clash-fireshield vs the Troll Queen, but forgot to erect my own Fireshields beforehand. Third, allowed the King to live too much because of bad Breach timing. Fourth, forgot that Seri's CC hasn't been triggered yet. Still no problem, as can be seen. Prebuff saved the day - protection from everything (including Acid, vs the Storm of Vengeance), and Bane's Potion of Defense. Plus Chaotic Commands to everyone vs the King's knockback + unconsciousness melee attack.

Loot from this fight: Amongst vanilla items (Spear of the unicorn, Bracers of Archery) we find some nice static items (ProLevelDrain scroll - third, Scroll of Monster Summoning VI - now Saros can also call Elite Trolls, potion of Barbarian Essence), another important static item (Green Leaves Armor) which however is present in this location only if PC is a ranger or we have Valygar in the party, and some nice randomized items: The Protector of the Second +2 (required for Valygar's armor upgrade - sellable in our case), Tansheron's Bow +3 (sellable), Sling of Everard +5 (sellable) and the Gesen Bow Shaft (we'll see if we're ever gonna make the Gesen Short bow or rather sell the components, saving 10k gold by doing so - shaft in IA costs 1500 gp, string 750).

Bane gained a level here and his first Critical Strike HLA. He's one level short of the important lvl 24 (another Risk Decrement and AC bonus of 2).

Back to Cromwell, we decided to upgrade the Green Leaves Armor.

Cromwell requested something called "Cloack of Magic Shielding"...well, we don't have it, we have a Cloak of Magic Shielding...but it seems to do the job just fine :)

Red Coral Armor

Now at least PC won't cry and run away like a little girl when something bigger than a spider hits him twice. Still 60% physical resistance doesn't mean immortality. Why 60%? Well, it's because of this:

Armor of Faith

No elemental damage protection (because it's somewhat unclear from the description).

BTW, another thing I noticed is that PC's spells' power and duration don't correspond with his levels - they're somewhat lower (probably 7-8 levels lower). A vanilla game bug perhaps.

Hm, in this armor the Vagrant looks a little gay-ish... oh well, don't have much of a choice.

Entered the sewers, unlocked the secret door. Spent an eternity for Seri to create yet another Potion of Defense. BTW potions from Wish are sellable, but I don't intend to focus on creating them for gold-increasing purposes. Still, all useless potions I get from there are to be sold, but that will hardly make any significant difference in the long run (probably 4000-5000 gp).

Prepared well, Mazzy again buffed the party four times with her Invoke Courage. The mage in this fight is not running protection from magical energy, so he's an easy prey even with spell protections still intact. The fight itself:

Part 1
Part 2

As can be seen, a single Skeleton Warlord is more than a match (on Insane) 1/1 for my PC with his 60% physical resistance. Meaning that once again Skins and illusions saved the day.

Loot: Here is a chance to get powerful randomized items, like Vecna, girdle of Hill Giant str, belt of inertial barrier, and some less significant like the Blade of Roses. Nothing. Nada. Zip. Just static items (still, a Wish scroll for the cat figurine upgrade). Hopefully Alhoon's treasure pile would be more rewarding.
Also, here as a static item is the Boneblade +4 dagger - not a very sophisticated weapon, still now the sorceress has a +4 weapon which is nice. Not that she's ever gonna use it.

Killed the flayers in the next chamber. Lured the flayers in Alhoon's chamber via ranged attacks (all came but Alhoon). Killed all, prepared well before facing Alhoon.

For Alhoon fight, major mistakes:

Forgot to prebuff everyone with ProFire
Forgot to prepare a minor sequencer with Shocking grasp for the B-M
Forgot that a Planetar is still vulnerable to Int drain (should've moved him around to pervent being hit)
Forgot to Improved Haste captain Jack Sparrow.
Still, turns out that Alhoon is pretty low-leveled (16 probably) which was his demise.
A Swanmay is a Greater Elemental golem's worst enemy because it inflicts tons of damage with Wing Swing.

Part 1
Part 2

No surpirse, sigh, seems like this is a highly unlucky run. Nothing special in the treasure trove. One randomized item is the katana +2, Malakar, which is required for Valygar's katana upgrade. Sellable, so to speak. A Permanency scroll and a Manual of Elaboration here, plus a second Spell Trigger scroll. Static items - Master of Disciplines (monk amulet, sellable, don't ever play Monks with this mod installed on Insane), Hammer of Thunderbolts (naturally), another Barbarian Essence potion (now 5), a Free Action scroll and some other minor items.

Conclusion - bad. Hoped to find some vital igredients for the Ring of Greater Djinni summoning or the Robe of Vecna, but seems like I have to do without those for a while.

While still in the sewers, killed the Shade Lich guarding Kangaxx's arms and legs.

Went to Cromwell and forged yet another pair of boots of Speed and the Improved Cat Figurine. Permanency scrolls remaining: 2.

Next: Temple Ruins.

Should clarify on weapon proficiencies.

Vagrant: ++Flail +++++Axe ++War Hammer ++Short Sword ++Two-weapon
Riskbreaker: ++Bastard Sword +++++Flail ++Short Sword ++Two-weapon

In the temple ruins, there is an untriggered Undead spawn...at these levels we get 2 Skeleton Lords, 1 Warlord and 1 Grandlord, plus a Shade lich. The grandlord is the biggest problem, being vulnerable only to +4 or higher crushing weapons, so Bane had to single-handedly tackle with him with Phosphorous morningstar. 1 Grandlord is no problem. The moment turtle lich managed to join the fight, its PFMW had long waned and it fell to a rush attack.

The fight with Traxi

That Breach was probably not needed. The RRR took care of Traxi's spell shield. Still, normal weapons did the trick.

Loot: Randomized items here: Blade of Roses +3 and Azuredge axe. Now Azuredge is probably better than Hangarth's axe, but there is little use of the Blade of Roses - so probably it will be sold. Also the CF scroll, IA static items here include a Permanency scroll (now 3) and a Shadow Dragon tooth (needed for an important halberd upgrade).

OK that's it for now, no more level-ups, although some characters are close to. Once we obtain all components of Crom Faeyr and manage to create Poseidon's Wrath halberd, lots of options will be available (now closed due to enemies vulnerable only to +4 or higher weapons).

Gold is 197 000.

Modifié par saros_shadow_follower, 19 juin 2013 - 05:02 .


#55
saros_shadow_follower

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Chapter 6, Part 4:

Back to the town, swapped Mazzy for Jan. Killed Jan, which was good, since brigands itercepted the party. Little xp, but still - no unnecessary xp should go to Jan. Vanilla shapeshifters.

Back to the temple ruins, challenged Shade Lord with Jan in party (really need that quest xp).

Maybe here I should explain about pre-buffing. In every fight where party members are facing an arcane caster, standard buffing includes Protection from Magical Energy (ADHW), from Fire (Comet, Dragon Breath, Fireshield:Red), and Lightning (3*Chain Lightning spell trigger). Other buffs enhance saves, THAC0, strength, although on some occasions I use Chaotic Commands (usually not on everyone but those with worst saves vs spells like the R-C for example). Buffing varies for different fights (of course proCold is included when the party's facing someone running Fireshield:Blue and proAcid vs enemies using Storm of Vengeance). I seldom use Death Ward, and this is probably a mistake, yet I enjoy enemies wasting their round casting Finger of Death vs someone whose save vs death can be set to -1 in an instant.

The fight with the Shade lord.

Nothing special, the Field of Dark magic is a permanent fireshield which inflicts magical damage. Loot from this battle: most important items for the party are the Halberd +2 Duskblade, another scroll of Prot from level drain (now 4) and a Manual of Elaboration. Jan got the 45k quest xp, he still needs 220k to gain a thief level.

Seri gained level 21 here, bonus to all saves, cool. She picked extra lvl 6 spell as HLA (no real need for Dragon Breath or Comet, or Energy Blades), and as a new sorceress spell pick at level 6 - Chain Lightning. Torham gained a clerical level 25, which is cool - a Holy Symbol. New HLA is priestly Alchemy.

We got what we wanted, the Duskblade halberd and have freed Immersvale. Now we can complete the IA quest called "Squirreled away" or "A Hard Nut to Crack".

To solve the quest, we use the new 2nd level druidic spell Speak with Animals to talk to 3 squirrels. I don't like squirrels. They smell. A lot. Can't be helped I guess.

First squirrel (starting point of the quest) is in a cage in the middle of Waukeen's Promenade.

Second squirrel only appears if the Shade Lord has been defeated. The location is in the eastern part of Umar Hills.

Third squirrel is in the Bridge District. Don't forget to give him the hazelnuts in the second line of this conversation, or you'll miss some xp.

Now we know where the assassins will strike. We go, rest, buff well in a nearby house, and night-time we go in front of Bathis' estate. We meet three Prime Assassinators there. Not so weak, nothing scary if prepared though. Still they love to activate Hardiness, and Breaching them is unwise due to Cowled patrols, but if done fast, they can be slain before the last one manages to activate Hardiness.

Loot includes good sellables, and also three +1 rings. Now we can create that last +2 ring for the sorceress. Still no rush, her saves are excellent even so.

Talked to Lord Balthis, he tells us of a nearby brigand hideout protected by powerful wards...that can only be breached by Adamantite dust. What luck, we have some. The house is in fact Valeria and Pitre's party, which are now seriously improved and have some other powerful assistance. We need to fight that group to obtain a powerful Ioun Stone (grants AC 2 bonus) and a +3 Halberd (needed for Poseidon's Wrath upgrade). We can create a +3 halberd even now, but at a price - 15k gold and a Permanency scroll. But it's better to kill rather than to work, right? or was it the other way around...hmm.

The fight itself:

Part 1
Part 2

It may look very simple if done correct, however in this fight there are a lot of pitfalls and info to remember:

Valeria and the Exterminator shoot Bolts of Lightning which successfully disrupt spellcasting, so unfortunately only the R-C under ProMissiles can absorb some damage via Skins - mages should run PFMW. Improved Mantle would have the same effect unfortunately, with all attacks converging upon characters who don't have any Skins.

Massive amount of damage should be applied to at least a couple of enemies (in this case Falahar and Dracandros) fast, otherwise Pitre can waste another round on casting Greater Command. While Pitre hasn't activated his Greater restoration spell, no enemy can die (barring a summon like that Fallen Planetar we killed in the beginning). So the main focus of the fight is forcing Pitre to cast his Greater Restoration in the 2nd round. Falahar is susceptible to ADHW. Other enemies unfortunately aren't.

Dracandros has PW:Kill scrolls, meaning no fighter should drop to 59 HP or less. Or a mage. At least not until Dracandros is alive.

Bringing Prime Assassinators on Injured is not recommended, since they activate Hardiness. And Breaching them under that Storm of Vengeance is sure only if done via scrolls or a spell trigger (had Breach in a trigger, didn't have to use it though). BTW those Prime Assassinators are the most dangerous enemies with their enormous backstabs, that's why focus should go to them. The two archers if left firing aren't very dangerous, however occupying Valeria via a Planetar is always good.

Back to the Slums, we swap Mazzy for Jan. Use Jan to open the containers in Valeria's home. We find the vanilla items here + some documents that explode (minor fire damage).

Reloaded here since I forgot to protect Jan from the explosion of the documents. He was chunked (was at 1 HP).

We report back to lord Balthis and here is our final reward (both from the fight and from Balthis):

a +3 Halberd
four +1 rings and an amulet +1
a scroll of Protection from Energy (good, I didn't wanna waste money on it, Ribald sells one).
other scrolls and sellables
Crimson Ioun Stone

After that is concluded (Jan also got the quest xp, he needs only 200 000 more).

Forged Poseidon's Wrath and also a Ring +2, followed by a +3 one. Gold is only 10 000. I have other items that can be sold, but will probably restrain myself from creating yet another +3 ring, cool as it may seem.

PC is close to level-up, no other character is. Guess that I shouldn't wait any longer, will go to Underdark and fight the Demon Knights for the last piece of the Crom Faeyr hammer.

Counting reloads: 3 - one at bugged Planar Prison ending (vanilla bug, didn't get quest xp for everyone), one at the bugged Book challenge (IA  bug), one because of Jan's chunking (rigged Twisted Rune documents).

#56
saros_shadow_follower

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Chapter 6, Part 5:

Spent a lot of time to create some potions of Defense. Created a ton of other potions, both with Alchemy mage and priest, and with Wish. Wish potions are sellable, but I don't aim in creating those for profit. However, extra ones will be sold.

What I cannot create in a sufficient amount are Potions of Defense.

Finally managed to make 2, game crashed, lost them (had to reload a previous save).
Oh well. Descended into the Underdark. The nice thing which came out of Sikret's obsession with removing random monsters that give xp is that places with infinite-respawning enemies (Windspear hills for example) are now completely safe when cleared once. Same with Underdark, where those annoying Kuo-Toans kept spawning in random intervals.

Dressed R-C and B-M in Elven chains (everything to decrease that spell casting time for the oncoming fight).

The fight itself:

Part 1
Part 2

The Demonknights in IA are powerful F/M whose initial buffing has a chance to include (50% far as I know) Hardiness. As you can see, chance is heavily on the side of my opponents, since 4 of them were running Hardiness as a prebuff.

Proper preparations foiled even that. Chain Contingencies prepared a day ago on both Saros and Seri included 2 RRR plus another spell (Seri had Larloch's interrupter). They both started the fight under Alacrity. After quickly assessing enemies (visible from the start ones obviously run SI:A), they approached the knights under SI:A and released a Larloch's minor drain on Self (being Hit), thus unleashing their devastating Contingencies on the required targets. Enemy mage levels are 18, which explains why Remove Magic is so effective vs the rest Demonknights which used SI:Div and illusion buffs.

Had more enemies been running SI:Abjuration, Saros and Seri could prepare identical Chain Contingencies as the ones they released.

Because of that game crash I lost my Sequencer with the sorceress, and obviously forgot to prepare a new one after the reload. It should be with triple Remove Magic. Still her lone Remove Magic managed to dispel the two lower Demonknights' protections, thus making them viable target to the Breach.

Intentionally Saros and Seri were running SI:A to win an extra round vs the remaining Demonknights (those love targeting mages with RRR).

The goal was to prevent someone firing a Breach on Torham or Jack Sparrow, that's why the three fighters + sorceress focused on the lower two Demonknights. Enemy's most fearsome weapon is their Chain Contingency (triggers on Badly Injured) which may contain different dangerous set of spells, some of which may chunk a character (Incendiary Cloud). Demonknights also Lower Fire Resistance if given time to, however in this fight time was not on their side.

Stored the adamantite armor before exiting. We still have 1 more trip to make to Underdark.

Back to Cromwell, finally forged Crom Faeyr! Now the party can go anywhere! Also, a new siut of armor for Torham - the Armor of the Hart.

First order of business is Teshal in the Ghoul City. In IA, one of the entrances to the Ghoul town is closed, forcing any party to fight Teshal and all random undead spawns inside at the same time.

What's worse, at current experience levels Teshal has the support of several (I think, 3) Skeleton Grandlords. But now Jack Sparrow and Bane are well armed and can take on them anytime.

Teshal is a cleric, but the random undead spawn will definitely include a Shade lich.

With all that in mind, buffed well in a safe area (2nd level of Temple sewers rest is uninterrupted), wished for Rest there (only long-lasting buffs here), then travelled fast to the Ghoul City and buffed with short-lasting buffs as well.

The initial plan didn't work very well. And Disrupting the lich foiled as well. That's why I say that Disrupt undead is a useless spell. It doesn't have the power of a rush attack and can be stopped by Spell Immunity Necromancy. Still, it is somewhat more damaging than an Implosion spell, that's what I wanted to test here.

Part 1
Part 2
Part 3

Loot from this fight included a randomized item: The Staff of Rynn +4.

That was the exact thing I was hoping to win :) splendid. Also we got a valuable (for the sorceress) scroll of Shocking Grasp as a random drop. We also got the static items: Gauntlets of Dexterity, Ghoul Skin +4, scroll of Freedom, Manual of Elaboration.

Jack gained Vagrant level 22, being able to call an additional Greater Swanmay. HLA pick: Critical strike.
Bane also gained a level here, very important level 24. Got another Risk Decrement innate ability, second Critical Strike as HLA, weapon proficiency went to Bastard Sword (now +++), and also the 2 AC reduction bonus.

Now we're more than ready to face either the Spider Queen (WK lvl 1) or Bodhi. But first we went to Ashideena's location and eliminated that pesky Ghost Spider guarding it. And all his minor summons, naturally.

Ok, now it's time to pay a visit to Bodhi.
The Undead Guard on the 1st level is improved, but no match to a party that knows how he's operating:

Fight with Undead guard

Actually it was more important to emphasize on killing the MNORH paladins. Experience, and valuable items (each of them carries a full plate + Long sword Varscona, and the leader has a Harbinger sword).

After resting (contingencies were prepared a day ago as can be seen from the video, and Saros didn't reload his) we prepare a new set of fiery doom and go say hi to Drizzt. As a precaution, last buff was Limited Wish for NPP - and as can be seen, it helped immensely.

Drizzt & the vampires

It's not very easy to kill Drizzt, because in IA he runs away in blazing speed. However, even he can't outrun seven fire-damaging spell. Frankly I wonder how Wolfgar survived all of this.

Rested 3 more times. Resting on this level isn't safe and sleep is interrupted by a Skeleton Lord (no xp). Prebuffing pre-rest is a necessity. Anyway, Saros loaded again his Contingency and Chain Contingency with Sunfires (trigger on Hit naturally) and goes to finish the remaining (2) vampires + the three Assassins which Aran sent. 7000 xp per assassin after all. They are maybe the most poor of all helpers, each carrying only a +2 enchanted leather and a short sword (OK Arkanis has a +3 and a +2 dagger).

Usually I wait for Bodhi to die before selling all equipment, but this time decided differently. Stored all named items on a table before exiting (exiting the level is only possible when all named vampires are staked). Fearful of Malchor Harpell, naturally. Got only Regis' pendant. Went outside, expecting for Malchor to appear and take it away. No malchor. Roamed about, went to another district. Still no Malchor. Returned to the Graveyard, collected all items, packed them in a bag, went outside - still no Malchor. Went to a shop speedily and sold them all.

Probably Malchor only appears if Bodhi has been defeated, really can't say. Thing is we got another 30k gold from selling the loot, and we didn't even manage to sell everything, probably have items worth at least 10k more. So... roughly 40-45k gold and 60-70k experience from helpers...not bad I say.

Saros gained a mage level here (21st) and chose extra lvl 8 spell as a new HLA.

Now it's time for Bodhi herself.

Part 1
Part 2

The traps along the way were disarmed by walking through them. Can't afford to take Jan, not when Mazzy's Invoke Courage is so important. Vampires can't dispel it on hit (it obviously is not a "specific protection"). With that many +4 crushing weapons, Skeleton Grandlords are nothing more than a nuisanse. Probably could play a bit with the Master Vampire in order to gate in more Vampire Brides, but frankly, too many enemies to consider in this fight. After killing Bodhi didn't stake her right away, but went to the Slums to swap Mazzy for Jan. Along the way, encountered a random vampire spawn on the 1st level of the catacombs (apparently triggers when Bodhi's dead). No problem, despite the party is exausted, we still have enough buffs to deal with the vampires without any trouble.

The number of Skeleton Grandlords that appear in this fight are party xp-dependant. This time we got 6 total.

Jan got quite a lot of quest xp, and the party got a nice treasure trove with mostly scrolls (also the short sword Cutthroat +4 naturally). Scrolls of Spell Immunity, Giant Strength and protection from Level Drain (now 5) amongst the loot, other are sellable. Jan also unlocked the trapped chest on this level with the books in it.
Those books are worth quite a lot of money in IA! They were picked up and a bit later - sold for more than 5000 gp.

Also Torham gained a clerical level here (26), and picked Energy Blades as a new HLA.

Travelled to Elhan, gave him the Lantorn (Jan in party). With that enormous quest xp boost, Jan gained a thief level.BTW Saros used the fiery combo again and managed to kill 2 of Elhan's warriors + only one of the mages in front of Suldanesselar's entrance.

5 400 xp is still xp. Plus I don't like elves.

Turns out even on thief level 13, traps still provide 1000 xp, and locks 250. No more. Will now travel around town and faraway areas to unlock/disarm everything I've left behind for later. It was all for naught.

Seri, Bane and Jack Sparrow all leveled here as well.

Seri's new HLA (now lvl 22) is an extra 7th level spell. She chose Lightning Bolt and Mantle as new spell picks. Bane (26) and Jack Sparrow (23) both picked Critical Strike as HLA (third for Bane, second for Jack). Have to keep things Critical Strike/Hardiness equal for now.

Ok it's done, Jan brought us to 150 000 gold again (well in fact he gained no more than 10 000, the rest came from selling many items).

Killed the Shadow Thieves. Unfortunately Gaelan Bayle cannot be killed the normal way once his offer is accepted. Used Limited Wish's one-time Shapechange - Mind Flayer to kill him. He drops items worth about 4 000 gp, so it must be done.

Forced a local guard to kill Lord and Lady Ophal (dominated him, led him to them, waited for his domination to wear off, dominated them, turned invisible, guard killed them since he's red and they're green). Also forced him to kill 3 other guards (same principle). Turns out profitable, although the Lord and Lady didn't drop anything particularly valuable. But one of the guards did drop a Stone to Flesh scroll.

After selling some more items gold is 191 335.

Went to re-join Mazzy, then headed straight for Suldanesselar.

The two random golem spawns contain Gem, Gem, Coin, Coin, Greater Bone golem. A walk in the park at present levels.

We also try to kill a bunch of elven warriors and mages ambushing two unfortunate trolls. We fail to kill the 2 warriors (they fell prey to the trolls and a Scorcher from their own mage). But we kill all the rest. Oh well, 4000 xp lost.

The House of the Talisman is guarded (outside) by a Noble Rakshasa. This lovely guy has a number of Absolute Immunity spells (either 3 or 4), can cast Dragon Breath, Remove Magic, Greater Malison, Slow and (I think) ADHW. He gates in 3 groups of 2 Horrid Rakshasa each. Horrid Rakshasas have 1 Absolute Immunity at their disposal and can cast Remove Magic and ADHW.

So we sent Saros alone to tangle with the rakshasas, forcing them to waste their Absolute immunities (they cast those on Injured). With enough PFMW spells (rakshasas dispel specific protections on hit) and SI:Abjuration (protects vs Remove Magic) Saros manages to slay all six of the Horrid Rakshasas, however at this time an enemy Slow catches him unprepared (should've run MGoI). So we call for reinforcements - Bane casts on himself Improved Haste and is protected from Fire as well. Remove magic cannot dispel these high-level buffs (IHaste 25, ProFire 26), and so he finishes the Noble Rakshasa with a Critical Strike.

Each Horrid Rakshasa drops a small sum of gold and a magical scroll, which can either be Protection from Magic Energy or ADHW. We got 6 PFME scrolls, which is excellent! Someone may think that ADHW are much more important since they cost a lot more when sold, however we need each and every PFME scroll we can collect for the last battle.
The Noble Rakshasa drops both a Summon Djinni and a PFME scroll.
All rakshasas drop a gemstone as well (Star Sapphire, Noble one drops King's tear in addition).

Second Rakshasa ambush is less scary since it doesn't require to prolong the fight, just to kill 5 Horrid Rakshasas and 2 Maharajas. Maharajas are very weak, but still cast some unexpected spells like Cloudkill or Chain Lightning. Saros alone kills the whole bunch. 4 more PFME scrolls and only a single ADHW.

Saros and Torham gained levels here. Saros is now lvl 22, picked Dragon breath as new HLA. Torham is lvl 27, picked Elemental Summoning.

We also kill a lost Iron Golem and some elves ambushing a bunch of Skeleton Warriors. This time no mistakes, all elves fell. Skeleton Warriors didn't wanna join us, so they had do be killed as well, sad though it may be.

Gold is 200 000, we once again have lots of items to sell.

#57
saros_shadow_follower

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Well, that may be my last edit for a long time...due to another bug (IA-EoU created obviously):

What I encountered (reloaded several times until I confirm it) is that the vanilla Bard and Ranger strongholds, if delayed after the party goes to Suldanesselar (chapter 7), bug out - they cannot be completed. As for the Bard Stronghold, all is OK, since it's only the loss of a bit xp and gold. For the Ranger Stronghold, however, things are a lot more different since PC is a Ranger. He won't get the extended ranger stronghold quests, and those are quite a lot more rewarding.

As I see it, there are two paths in front of me. It's true that almost all of my reloads (save Jan's chunking) were forced due to different bugs - vanilla-game ones, IA-created ones. Still, I hate to reload so much in a game, and I prefer to start anew. However, if there are lots of people following this run and eager to see more no-reload battle strategies (because I haven't actually lost a single fight), I may reconsider reloading to a certain point (last battle with Bodhi, perhaps) and complete the strongholds before going to Suldanesselar.

#58
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I haven't given up on the idea of an insane no-reload run, that's why I started fresh and am currently very near the end of chapter 3. Will not make movies of the already won in the previous run fights, and will make a post with the bigger differences that occurred between the two runs.

#59
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Haven't given up on that, however my current run is not a no-reload anymore, so I have to start anew. But don't worry, I will definitely make it!

#60
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Update:

 

New no-reload run, retracing my steps from the previous one.
Will only post videos of the battlesI didn't fight in the old run. Will only note the differences in my runs here:

 
Failed tokill safely the genie outside the tent in Trademeet. Thus the genies got angered and couldn’t deliver Ithafeer’s head for additional 10k xp.

Joined Jan very early (tests show that even a 14-th level thief unlocks/disarms for 250/1000 xp) and used
him to disarm/picklock everything ASAP. Used quest xp to raise him to at least have 100% in disarm and picklock, because carrying around his equipment all the time is bothersome.


Didn’t kill Tolgerias in the Government building (wanna get his scrolls and his ally mage ih the Sphere).

Used Enrage as prebuff in several fights where buffs are dispelled (Enrage cannot be dispelled).

Didn’t go to De’Arnise hold until I got Vhailor’s helm (bought at party rep 18, after completing the Unseeing Eye quest). Trolls killed twice yield twice the xp. A 3000 gp investment proved to be good (price difference of Vhailor’s with reputation 18 and 20 respectively) since it earned me more than 20 000 xp.




The following description is specially @ darkjeshush

In the Promenade and inside the Government building forced guards to kill one another by dominating them and letting them turn hostile again, bringing new dominated guards into their field of vision. When a guard turns hostile due to Domination expiration, he doesn’t trigger the nearby neutrals to turn hostile as well.




Hostile guards killed dominated guards. Dominated guards were controlled to simply roam around and not to fight. If Domination expires on both and both are hostile, provided R-C is there Sanctuaried, the two hostile guards continue the fight until one’s dead!.

The last hostile guard (naturally one victor remains) was dealt with (in all cases) by Dominating him again, calling summons, turning summons hostile (attack, Doom), then casting Sanctuary and watching hostile summons kill dominated guard. Works slower than the summon demons spell (which have been erased in IA v6), but nonetheless efficient.


Apparently I have always missed the 18 000 quest xp and 2000 gp reward for dealing with the druids because of quick “end conversation” button pressing. This time I didn’t.

Also, this time checked the top of De’Arnise hold to find 2 Yuantis + a Troll (killed twice). So +17 800 xp because of that.


Collected 6 Two-handed swords +1 from Skeleton Warriors in the Temple Sewers lvl 3 Bridge riddle. Can be done indefinitely for infinite gold, limited it to 6.


Went to kill Pai-Na after the Beastmaster. Decided not to go to WK too early. And this way I had a good head protection for the RB much earlier (Pale Green Ioun Stone).

Expended 2 Invulnerability potions for the Slaver Ship fight for both PC and the Riskbreaker. Also used a Protection from Poison scroll on the RB (found as a random treasure, probably would’ve bought one anyway). Those poisonous backstabs + that stair trap give me the creeps. No backstabs on PC or the RB anyway, but it never hurts to be careful.


Turns out that Mazzy’s sister quest has nothing to do with her weird behavior – going to chapter 7 (Suldanesselar) was the reason for it. Meaning, I would have to complete most of WK first (up to the end of lvl 3, some nasty traps in that wraith fight) before starting chapter 7. Otherwise the Jan/Mazzy swap would be impossible.


Got the Knave’s Robe from Adventurer’s Mart. The +1 bonus to save vs death is great for the sorceress.




At the expense of 1 Potion of Freedom, 1 Oil of Speed and 1 Invisibility potion, managed to drain the Ghost Spider guarding Belm completely of minor summons. +21 000 xp (approximately) compared to previous run.


R-C was killed when battling a random Vampiric Mist spawn together with the B-M. Those envelops quickly tear through Iron Skins…and I had too few memorized anyway.
Still, it’s highly unlikely for a R-C to be chunked by mists’ weak melee damage, so the Vagrant used his one and only Raise Dead scroll to bring him from the dead. R-C is only 3000 xp behind compared to everyone else because of that.

Decided to take on the Planar Prison with just one scroll of Ruby Ray of Reversal (found
in the Temple ruins and not scribed). That prompts for a new movie showing how to take on the Planar Warden safely with just 1 RRR scroll (could’ve bought a second one from Bernard, decided against it).

This time the Elite bounty Huntress didn’t have the chance to turn hostile. She has no RRR scrolls.


New video for the Planar Warden fight here


Added 2 Potions of Clarity to the buffs in the Warden fight (bought one, one got from Jermien’s cottage). Unlike Chaotic Commands, potions of Clarity cannot be dispelled by Planar Hounds’ melee attacks, thus keeping fighters well protected from Confusion. The other two fighters had Harmony Shield/Enrage. In addition, these potions are later produced in sufficient quantities by Wishing.

As can be seen, enemy's Spell Turning was obliterated by fireshields collision damage (B-M hits in melee, which is ineffective due to enemy's PFMW being active, but results in a Fireshield Red punishment, which in turn causes Fireshield Blue of Saros to retaliate, thus substracting 4 levels from enemy's Spell Turning, 3 hits and Spell Turning is no more). However this has to be done at close range (notice B-M closing distance) because otherwise no fireshield collision will occur.
Fireshield collision (red vs blue) is also very effective vs other early game mages, like Sorcerous Amon, Yuanti mages, Harper mages. Even if the fireshield collision inflicts no damage (as vs Tanova) it still effectively disrtupts enemy spellcasting.


The  two random spawns included a Minotaur instead of a Greater Yuan-ti as sixth monster, which means -13 000 xp compared to the previous run, but +2000 gp from Minotaurs’ Axes +2. I think it’s a fair exchange.


At the end of the Planar Prison PC us very close to level 13 (10 000 xp short). No mage has yet gained level 14, so no Ruby Ray of Reversal. Sorc is 60 000 xp short of that.


In the previous run, took an early visit to WK lvl 1 and also reported to Nalia (completing the De’arnise invasion quest) thus assembling about 100k xp per party member. This time I won’t do both, but will instead descend into Windspear hills level 2 soon (PC lvl 13 ensures decent randomized monsters) in order to collect some more important items (some potions, another cloak +2) and not to miss so much xp by going to WK lvl 1 too early.

Modifié par saros_shadow_follower, 04 juillet 2013 - 05:51 .


#61
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Killed the Ashideena guardian (another ghost spider), Due to much more room to maneuver, it was easy to drain this spider out of summons with the B-M, without wasting any Free Action potions.

Cleared Windspear hills (well, left some vanilla monsters, afraid of gaining too much experience), temporarily joined Cernd before fighting Tazok in order to get the nerfed Cloak of Balduran (still worth 2500 gp). Forged a third cloak of protection +2 (another Laeral’s tear necklace near Tazok’s body).

Found the Staff of Rynn +4 on the Founder of Trademeet. Used Mazzy to fight him safely (she could activate her Invoke Courage twice, effectively bringing fighters out of Globe of Blades’ range, Blur and ProEvil were also added to the buffs, R-C protected via Ironskins – his saves are awful, forgot to summon a Swanmay).

After this fight, party levels are: PC vagrant 13, Riskbreaker 14, R-C 7-14, B-M 9-13, Sorc 14. PC experience 1 777 000.
This run the fights with Mencar and the Pirates were easier, due to Phosphorous +4. It effectively bypasses Improved Mantle, but Amon didn’t have the chance to read a scroll anyway. He took significant damage from the Fireshield:Blue of Saros (fireshield collision again).
In the fight vs the pirates R-C cast Death Ward on the malisoned B-M, but the pre-emptive equipping of all powerful protective items to the Sorceress (her save vs death became -1) actually caused the Coordinator not to cast Finger of Death. He did cast Slow, and by the time he attempted a second (enchantment-type) spell, the party fighters and the summons ganged him.  No random items in the Pirate’s trove.

Decided not to fight Borinall until I clear everything else needed (Planar Sphere, Mencar’s party, Improved Screaming Statue and hopefully the Ammo belt inside WK level 1)

The fight with Lavok – this time engaged Lavok with PC from the start, forcing him to activate PFMW scroll (1 round wasted).

This time Tolgerias is inside the sphere. But the party surprised him fully unvisible, and he barely had the time to activate his starting buffs before dying. The scrolls are nothing extraordinary, although PFMW and PFME ones are always welcome. 30 000 xp instead of 18 000 (if killed in the Government building).

No mistake when tangling with golems this time. Vagrant and RB stayed out of the way, helping a bit only in the very end (when 1 or 2 golems remaining). R-C and B-M were packing Stone/Ironskins only. Proper party configuration switches ensured that unprotected by Skins characters escape easily when luring golems upstairs. A pair of fully loaded with Skins B-M and R-C, with the best protective gear the party can offer are more than a match for a group of Gem-Gem-Coin-Coin-Bone golems.

Unfortunately, one random golem spawn in the core engine room didn’t trigger. Tried at least a dozen times. Will try again at higher levels - hopefully not only will it trigger, but also will trigger with a Greater Bone golem in the group.

After completing the sphere, obtaining Golden Girdle and Ring of Wizardry (yeah, works flawlessly each time) and killing Kholynuus Paac, PC had around 2 070 000 xp.

Went to WK for the first time now. No NPCs to decrease overall party xp, in order to get the most powerful random spawns. Yeah, extra statues are present and more powerful random spawns appear. Killed the central 4 Noble trolls, killed a group of minor improved spiders to the right, returned with Jan to disarm/picklock and …another IA bug.

The bug itself:
A set of Skeleton Lord-Lord-Lord-Warlord-Warlord-Grandlord in the central area (right where the original Noble Trolls are positioned). Jan stumbled into that while pressing forward to get the Ammo Belt. But at least there is a safe retreat route.
All other groups were duplicated (here’s for example the most powerful one near the fireplace, it’s supposed to have six skeletons instead of twelve). OK not exactly all were duplicated, since to the left we had a Vampire-Vampiric Mist random spawn at first, and after re-visiting with Jan, a Shadow-Shadow Fiend random spawn appeared right next to them, probably due to Jan’s lower experience levels. Good thing I’m paranoid and re-check things via Farsight.

R-C and B-M alone took care of the central Undead spawn, however the duplicated minor improved spiders to the right joined the fight as well. Didn’t even have to retreat mid-fight (although I can). A nice bug, out of nowhere. Not sure if this is because I returned with an additional NPC (Jan) after visiting for the first time, or is it because I used a Swanmay to get rid of the Noble Trolls.

Thus the Ammo Belt turns out to be the best guarded item so far :D

We also got the Old Priest’s slippers. The Spider Queen fight will only trigger if the party goes into the room with the key to the Old Priest chamber, so we’re safe if we keep our distance. However, we can’t return the slippers at present. They grant 25% resistance to cold – not essential, but still handy, especially to the Vagrant.

PC’s experience is 2 133 000, have to be careful. Everyone is at least lvl 14, sorc and RB 15.

Edit: There is something wrong with the picbg site, so I made a short video instead showing the bug in question.

Edit:

No problem on the improved Screaming Statue challenge or Tarnor’s party (Gaius read a single Improved Mantle scroll, -1500 gp). Killed the Horrid Rakshasa in the middle of the Temple Sewers lvl 1. That Cloak of the Sewers troll form can actually come in handy. Tarnor's party was fought for gold purposes, but my previous run shows the Hangarth's axe +2 to be a very useful weapon in chapters 4 and 5. In comparison to the previous run, will not forge the Treefolk's arm. Instead forged another +2 ring of protection and a pair of Boots of Speed. With only 4000 gp and 2 220 000 PC xp (dangerously close, hope I still can make it), and Yoshimo joined, the party sets sail for Spellhold.

This time, got the 2 pieces of the Symbol of Amaunator, Nalia's keep key, and the Human Flesh along in order to use these items to get more xp before fighting Kruin in chapter 6. Didn't forget the Wooden Stake as well.

Modifié par saros_shadow_follower, 05 juillet 2013 - 11:09 .


#62
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Just defeated the Mithril Golem, really once the strategies are established, it's very easy to repeat them without any trouble. BTW I noticed something strange - if the Mithril Golem hits a Mirror Image (not the real character) and applies his Bleeding damage, the character hit doesn't bleed. Also, bleeding is successfully stopped by recasting Stone/Ironskins. Unfortunately, this time allowed the golem to cast Slow on my entire party, which hindered things a bit (3 chars were slowed). Still no problem though. Even added an Invulnerability potion to PC's buffs just in case.

I think I'll be quite ahead in experience in chapter 6 compared to the previous run. If I manage to get there.

Edit: Fought Lonk and Jon in the Asylum. The tactic is easy enough, what I wanted to emphasize on here is that it's worth preserving the life of the more powerful mages until the very end. This time, Wanev, Aprhril and Dradeel survived, and in the end when their Spell Immunities expired, spellbooks were depleted and protections dispelled by Jon, a lone Riskbreaker took care of all 4 wizards - first Wanev, next Aprhil, then Dradeel and finally Jon. Wanev is worth 20 000 xp, Aprhril 12 000, and Dradeel 11 000.

Modifié par saros_shadow_follower, 07 juillet 2013 - 11:37 .


#63
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Prince Villynaty - strategy was refined due to some new info I got for this run. The prince's invulnerability actually wanes when he summons his last pack of Sea Vipers. So I eliminated minor sahuagin much in the same fasion as in the video from the previous run, however after that focused on killing Vipers in melee with R-C (who had Free Action added to his buffs this time, because the Sea Vipers can constrict a target on hit) and B-M (i.e. only with characters that can erect Skins). Both of them had multiple Skins memorized (5 each) but that was not necessary since R-C's AC was so great he was very seldom hit. Vagrant and Sorceress helped with missile fire (neither the snakes nor the prince are immune to it, it seems) and the RB just watched almost until the very end (he helped kill the last vipers though).

Tooth of Sekolah is worth 1500 gp when sold in IA, unfortunately it usually vanishes from pack upon unlocking the door to the rebel camp. This time had it put in the BLUE bag of holding, and it didn't disappear! Sold it afterwards.

PC experience before descending to Underdark is 3 083 000. Riskbreaker is 100 k xp behind (temporarily killed in Spellhold much like in the previous run), other chars are 20k xp behind due to the different quest xp in the Transformation and the Dream quest, and R-C is 23k xp behind (due to that unfortunate death in Windspear hills level 1).

Edit: Imoen's new spell picks are different this time:

At level 14: Mass Invisibility
At level 15: Animate Dead, Improved Haste, Limited Wish

Mass Invisibility proved to be a great spell, saving me several rounds of prebuffing everyone with Improved Invisibility. As for Animate Dead, if Imoen lives long enough vs the Dracolich, she may summon some Skeleton Warriors. Improved Haste is self-explanatory, I picked it in the previous run as well. Limited Wish can go a long way of restoring some key 1-4 level spells as a pre-buff, grant MGoI to the party for free or grant NPP to the party vs the Dracolich. Of course, Imoen dies in the first 2-3 Wails of the Dracolich, but she can be raised after that thing has used them all up.

Modifié par saros_shadow_follower, 07 juillet 2013 - 09:07 .


#64
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First drow ambush tactic was refined a bit. Actually made a video here showing how the lone B-M killed everyone except the two Ghost Spiders before his three PFMW memorized spells expired. Last Drow mage standing was taken care of via a normal Halberd (he cast PFMW). With Blur and +2 protective items only, the B-M had save vs spells of -4 - enough to never fail vs Improved Webs.

Unfortunately, the video got corrupted. It's really not significantly different from the previous one, just shows a more focused B-M taking care of opponents in the right order - first mage fell to fire damage only, second mage was at near-death when buffs triggered, Priestess was at Badly Injured. Since the party lacks the Book of Infinite spells and I really couldn't waste a 6-th level slot for him to cast True Sight, the R-C shot an off-screen Dispel Magic when the Drow Priestess quaffed an Invisibility potion.

#65
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Obtained the Amulet of Spell Warding from the Elder Orb before the second drow ambush. It helped bring effectively the save vs spells ot the B-M to -4 (this without any spells, just items and innate), which in turn led to him saving always vs the Improved Web of the Ghost spider, which allowed the draining of summons of that same Ghost spider effortlessly once the Drow were dispatched.

#66
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Currently exiting the Drow City with all Drow and other being slain. Completed everything inside before that as in the previous run. Remaining tough battles in chapter 5: Kuo-Toan prince, the Dracolich.

This time was much more careful when fighting N'ashtar and party. Actually, managed to kill their thief (Damien) separately. He waits on the bridge, Stealthed, and obviously neutral, and will stick to the party leader (easy to detect him - party leader is displaced when stopping and a walking sound is heard), but the first unfriendly AoE spell like a Sunfire will turn him hostile and he will attack - thus he is killed alone, before the fight even starts.

This time decided to choose Alchemy as first Sorceress HLA, and this probably is the right choice. Now at least fighters will be supplied with endless Defense potions for any fight, and mages with endless Stone Form potions for the Dracolich fight. Will still be able to gain sorceress level 19 and get the Dark Planetar HLA before fighting the Dracolich though. Current sorc experience is nearly 4 600 000.

#67
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Ending chapter 5 now. Left Vithal for later this time, since I don't wanna get that 2 rep penalty yet. Messed a bit at the end of the Dracolich fight, allowed Skeleton Warriors to die too quickly before replacing them with Anacondas/Elite Trolls/Swanmays, thus PC was left at 24 HP (buffet + a single melee hit, that cold damage is enormous sometimes). But managed to buff everyone and charge with all of them, thus diverting the Dracolich's attention to four powerful fighters, some with Skins. Forgot to erect Hardiness on PC btw...

The Alchemy HLA was very productive as an early pick, since we could deploy Potions of Stone Form for everyone lacking good saves vs Death in the Dracolich fight. One mistake I did in that fight is having every summon that went near the Dracolich under Death Ward, thus it didn't use all his Wails and had some until the very end of the fight. Used Death Ward on PC and B-M before engaging the Dracolich because of that.

This time was more careful in the Kuo-Toan prince fight and only the fighters took some very minor damage.. The key was Creeping Doom on mage + priest ASAP. The Prince favours conjuring things (if he had used Dispel, things would've gotten far worse), so he's no trouble.

However in this run 5 or 6 Air Elementals didn't show near the portal, so -15 000 xp. Also, some elves managed to escape the party's wrath, so another -20 000 xp. Draining out all Ghost spiders compensated for that obviously, since the party has almost the same xp (a bit lower-no Vithal) as in the previous run upon exiting chapter 5.

But that's a negliglibly small amount, and we will more than compensate for it by clearing WK lvl 1 early (meaning, right after we kill Drizzt&co for the first time).

However, this time the sorceress lacks Alacrity, so it's very probable that one of Drizzt's companions might escape.

Edit: Elves that intercept the party upon emerging from Underdark can be slain without a penalty. Unfortunately, if their leader gives his speech that is impossible. Used a 0-time casting Power Word Silence to prevent him from doing that, so killed him and his cohort. An Elven Chain, a +2 sword Varscona and several plate mails plus a good amount of xp.

Rested, buffed very well, wished for Greater Deathblow, quickly pressed forward, talked to Elhan, and then killed his entire cohort (didn't attack the sages, that angers him). The War Sage to the right also should not be attacked, but the surrounding warriors and mages can be killed without penalty while trying to escape. Naturally it's very hard to kill them all - they are so many and run away fast - here's where Greater Deathblow and ranged weapons (MMMs, throwing axe) killed most of them in a single blow and lightning speed. Used sequencers with flame arrows and magic missiles too. I think either no one escaped, or only one managed to.

Edit: No one from Drizzt's party escaped (after enlisting his aid vs Bodhi naturally), this time didn't use summons but relied on the sequencer triple Fireball + Sunfire contingency. This is too little damage without the Chain Contingency with triple Sunfire, but thankfully everyone turned hostile, Drizzt was completely surrounded so nowhere to run - slain, and the Sorc activated 3*ADHW on enemy seen.

WK level 1: All of the extra statues have...disappeared! Very, very interesting and very disturbing. At least the extra monsters didn't disappear. Counted post factum 18 Skeletons near the fireplace + 6 golems (1 Greater Bone Golem, 3 Gem Golems, 2 Coin Golems, 9 Skeleton Lords, 6 Warlords, 3 Grandlords). R-C died foolishly to a stack of immobile skeletons in the very end, PC used a scroll to raise him. No xp lost, since the party didn't kill any skeletons until the R-C was raised.

Definitely can take on the Spider queen on this level with 3 decent +4 weapons, however I prefer coming at higher levels in order to drain her more thoroughly of summons (party members simply need better innate saves and more HLAs). Will try and reach sorc level 20, but we need a lot of experience for that (about 300 k per party member).

Modifié par saros_shadow_follower, 10 juillet 2013 - 09:29 .


#68
saros_shadow_follower

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Cleared all new areas thoroughly. As noted in the previous run, this includes both day- and nighttime checking of random monster spawns. Still have some clearing to do in the Exit to Underdark area, but that's for chapter 7...

Afterwards killed Conster. Got the Book of Infinite Spells from him, and was lucky enough to get True Seeing on the first page turn.

After this victory, sorc gained level 20, picked Alacrity, and dealt with Samia and co. Spammed a Greater Malison, followed by quick twelve Emotions (2 + Malison sequencer, 3 from another sequencer, 1 Contingencied by B-M, 3 in CC from the Sorceress prepared a day ago, CC with 3 new Emotions refreshed afterwards). Ferric, Akae and Chak were incapacitated. Since Ferric is second most dangerous enemy only to Kaol, and the rush-attack on Kaol worked once again flawlessly, the battle was more or less a laugh.

No Randomized items won here. A wise IA player should consider only static profits from a fight though, in this case the Spell Trigger scroll from Kaol. Also, did not sell the Magical Blossoms or the Circlet of the Woods, since those items are cheap and may still be of some use later in ToB. Thinking about that, probably shouldn't sell the Cloak of Balduran either...

Kruin was no trouble at all, attempted at following party levels:

R-C 7-23,. RB 22, Vagrant 20, B-M 9-19, Sorc 20.

Same tactic as before got rid of Kruin, this time had more carefully prepared sequencers - sorc with triple Remove Magic, B-M with triple Fireball. Also the B-M started the fight under Alacrity, which allowed him to unleash quite a few spells and get rid of some minor gith.

Edit: Had a Contingency Sunfire on B-M, trigger on Hit, which triggered on the 2nd round of the fight when Kruin was attempting True Sight. That was obviously disrupted, and Kruin didn't use even one Ruby Ray spell or scroll in the fight. Neither did he use a PFMW scroll. He Breached PC thus PC retreated not to be caught in enemy CC ADHW, but the other fighters were more than enough to kill Kruin in that time (without Hardiness he's an easy prey).

Edit: Tested a bit more after winning this. Seems like unless Kruin's starting Stoneskin is removed, he won't fire  his Spell Trigger (contains PFMW) or read any PFMW scrolls for that matter.

Will drain the Elemental Golems out of summons now, then proceed with the familiar chapter 6 quests. There are only very few fights to repeat now, will write more detailed party info (levels, proficiencies) when I complete them.

Edit: Neither the last golem spawn in the Planar Sphere Power core triggered, nor am I able to complete the Solamnic Knights quest the other way after I asked for help the Prelate in MNORH. Probably both are lost for good, which means -150 000 xp roughly.

Modifié par saros_shadow_follower, 11 juillet 2013 - 07:48 .


#69
saros_shadow_follower

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Returned Yoshi's Heart (twice), got all available support vs Bodhi, went to the Graveyard, catacombs level 1.

Managed to slay everyone (paladins, Drizzt, assassins, vampires) even scored an extra Assassin kill (in the previous run killed only 3, now 4).

Not that much experience on this level anyway, did it mostly for the gold (tons of enchanted items from my "allies").

BTW forged two more rings +2 and the fifth +2 cloak so that now the entire party can be fully equipped with +2 protective items.

Have more than 300 000 gold now, have lot of minor tasks ahead, but hopefully tomorrow will make the first videos - those will be about the improved Fighter and Bard stronghold fights.

Modifié par saros_shadow_follower, 12 juillet 2013 - 12:41 .


#70
saros_shadow_follower

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Did the following quests and things:

Paladin stronghold vanilla quests + Baron Metrich's improved fight. This time Hurgis was good-aligned, also failed to kill Crolus, which results in -30 000 xp and some item loss.
Troll Mound - queen dies to a quick tripler RRR CC followed by a VT from B-M, which causes fireshield collision (B-M under both fireshield red and blue) - instakill. King dies a bit later (R-C wielding Rynn, B-M wielding Wave, RB with Phosphorous). 2 Chain Contingencies with triple ADHW took care of all vengeance trolls en gros. Randomized items in the trove - Protector of the Second, Sling of Everard, Girdle of Hill Giant Str (need only Girdle of Fortitude to forge Girdle of Lordly Might), Gesen's Bow Shaft, Ring of Human Influence. We actually fought for the static items, namely the Green Leaves Armor (Vagrant urgently needs a better armor).
Completed Cernd's subquest now. Lagole Gon wasn't able to DD away. Not at present levels, with present THAC0, damage output and RB's Critical Strike.
Forged Red Coral Armor.
Got the Human Flesh armor (some very lightly improved mages for some very little xp).
Completed the Limited Wish quest. Killed all Riatvin mercenaries afterwards.
Completed both the Bardic and the Fighter strongholds. Invested as little gold as possible, but still was able to get max results due to wise management. Sold the playhouse to Higgold for 10 000 gp. In IA v6, it still provides gold afterwards for a limited amount of weeks. Same thing if not sold. Fighter stronghold drained out of money as well. There is a conversation option with the Major Domo which provides 1000 gp each time when picked and can be chosen only a limited amount of times.

Bard stronghold management: Starting investment 2000 gp, pay Itheila 500 gp, allow Zaren script changes, re-write play yourself (Charisma 19), debate 500 gp for Shvanana, hire the harpist for 500 gp. Total gold lost 3 500.
Fighter stronghold management: Pay merchant&mercenaries 1500 gp, pay Lastin 500 gp, accept Priest of Tempus, kill crooks and pay 1000, Charnelle dowry 500, dikes 5000 - total gold lost 8 500.
12 000 gp invested in both strongholds. Probably the last exchange is a bit excessive (5 000 gp for 15 000 xp) but I think the party can afford it.


Improved Turmish Mercenaries fight video here.


Party levels before this fight: R-C 25, B-M 20, Sorc 21, PC 21, RB 23.

Static items: A Manual of Elaboration, some scrolls from sorc (5 AI most notable), and 4 Rings +1. Other sellables.

Improved Lord Roenall fight (Vagrant and RB gained levels, other same):

Part 1
Part 2
Part 3

Messed up a bit in the rush attack, that's why Roenall survived at near-death and the fight was prolonged that much. No big deal, just 3 potions of Superior Healing lost, but those can be produced by the Wish spell anyway.
16 000 extra gold drained from the Major Domo before the conversation option disappeared.

From both strongholds: Experience gained per pary member nearly 140 000, gold gained (so far) more than 20 000, haven't even sold anything won in the improved fights, and those strongholds will together produce maybe 10-20k more gold before collapsing.

Captain Cendrick was inside after the fight ended, neutral. Probably could kill his outside copy via Int drain. Anyway no penalty for killing the ally guards. The faster everyone dies, the more loot naturally, otherwise enemy archers start firing expensive Piercing arrows. Static items won in this battle - 4 more Rings +1, a +3 long sword.

Have to forge Crom Faeyr now, that's several improved battles, also to start and finish the Hard Nut to Crack quest and (possibly) fight Teshal (he might have the Girdle of Fortitude), followed by Bodhi's second floor fight. Since all of these were videod in the previous run, I suppose there will be no messages for a while (a day or two).

#71
saros_shadow_follower

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Finished in the following order:

Traxi: Was afraid that due to faraway deaths of R-C (he dropped twice the Shadow Dragon Wardstone) Traxi would be hostile, so went upstairs fully buffed. No, he was neutral.
Shade Lord
Hard Nut to Crack quest: Noticed that Pitre always casts Storm of Vengeance at nearest to him char, this time lured him to cast it on PC, who led the Storm away from the casters, and afterwards took care of Valeria 1 on 1. A very easy fight once everyone knows what to do, and casters being able to freely cast anything. Didn't even have to cast any Greater Restorations this time.
Forged Poseidon's Wrath halberd, sold a lot of stuff, have 333 000 gp at my disposal and plenty of other items to sell.
Decided to preserve some of the items sold in the previous run (cloaks +1, some unique ones). They can be sold anytime.
Slaves of Mr Alhoon:
Tactic more carefully calculated. Went inside only with Sorc and BM under Alacrity, who immediately cast PFMW. This doesn't make them immune to all attacks however since a

couple of fighters wield normal weapons in off-hand. Waited patiently in the center of the room, running a bit to evade being hit until finally the four Skeleton Warlords appeared, then activated a quick chain of twelve ADHW spells which obliterated everyone but the cleric, the mind flayer, the 2 gem golems and the 4 Skeleton lords. End of story.
Randomized item found here: Belt of Inertial Barrier, cool, went to PC who now has static 75% magical damage resistance, 85% with Armor of Faith. No sudden ADHW deaths.
Alhoon himself: Same tactic as before, a bit better since I used multiple Elite Trolls to distract him this time. Only 1 Gem Golem summoned by the Greater Elemental golem. In his treasure pile, there are 2 randomized items: The Tansheron Bow +3 (sellable) and the Ring of Air Control (extremely important). Cool. I may have no luck of finding Vecna early once again, but at least I have almost all components for another powerful IA upgrade, the Ring of Greater Djinni Summoning.
Forged Improved Cat Figurine, another pair of Boots of Speed and a regular Ring of Djinni Summoning (need Air Library note to create the final version).

First thing's first however, we make a short trip to underdark to fight some Demon Knights. This time prepared carefully the 2 Remove Magic sequencers, nad some drow bolts positioned on the ground in order to be able to target those Sequencers with remove magic at something. This time none or only 1 Demon Knight were under Hardiness, and since we fought them at higher xp levels, the fight naturally seemed a lot easier.
Crom Faeyr forged, each party member has a decent +4 or +5 weapon now! And even three of them deal crushing damage.
Hmmm, it seems I did a tiiiiny mistake this time...forgot to give any War Hammer proficiencies to PC...instead wasted two on ***in two-weapon style and * in longsword. However the vagrant just gained level 23, and is one level short of 24, which would allow him to use CF pretty decently in main-hand whenever needed. The R-C will use it vs Bodhi's and Teshal's Skeleton Grandlords.
Completed Vithal's quest by killing him in the very end. Restored 1 reputation afterwards from the Mantle of Waukeen being returned to the High merchant. Killed Lord Alibakkar and all Alibakkar&Lurraxol guards afterwards.Killed Gaxx's bone guardians, and also cleared the Temple of Lathander from priests&knights. Got a ProPoison scroll from a container.

Killed Bodhi. It was much easier this time. Presented to her lot only the B-M and a bit of the sorc, who were under PFMW. Sorc stayed until her CC triggered, which alongside with the B-M's CC wiped out the minor monsters. Even the Master Vampire was at near-death however. He gated in 3 (instead of regular 2) brides each 5-6 rounds. Waited for him to summon 4 waves, killed them all, that's a total of 90 000 xp. B-M had 6 PFMW and 2 AI memorized, plus one in Spell Trigger alongside with Giant Strength and improved Haste, which allowed him literally to slay everyone except the two Skeleton Grandlords appearing from behind, who were taken care by the rest of the fighters.

Again, Aeger's Hide +3 found here. More importantly, B-M gained level 22.

Maybe here is a good place to state everyone's levels, HLAs, spell picks and weapon proficiencies:

PC Vagrant Captain Jack Sparrow, level 23, HlAs Power Attack, Contact with Nature, 2*Critical Strike, 2*Hardiness. Proficiencies: *****Axe, **Flail *LongSword **ShortSword ***Two-Weapon

Riskbreaker Bane Blade Cleaver, level 25, HLAs Power Attack, 3*Critical Strike, 2*Hardiness. Proficiencies *****Flail ***Bastard Sword **Short Sword **Two-Weapon

Sorceress Seri Flamehair (Lawful Evil), level 22, HLAs in order of picking Alchemy, Fallen Planetar, Improved Alacrity, Extra level 6 and 7 spell

B-M Saros Shadow Follower, level 9-22, HLAs in order of picking Extra Level 6 spell, Improved Alacrity, Extra Level 7, 8 spells, Planetar. Proficiencies: *Two-Handed sword, *Two-Handed weapon style *****Halberd ****Quarterstaff

R-C Torham Zed, levels 9-27, HLAs in order of picking: Foreknowledge, Implosion, Aura of Flaming Death, Alchemy, Elemental Summoning, Globe of Blades, Energy Blades, proficiencies all important ones, including **in single weapon style.

Went back to WK to fight the Spider Queen.

Part 1
Part 2
Part 3

The Queen has a limited number of summons. Thus she herself and her Ghost Spiders can be drained out of summons for approximately 3 turns. The queen was somewhat vulnerable to fire in v5, however it seems she no longer is (no damage vs the fireshield red). She can only be harmed by +4 or higher weapons. Critical strikes work well vs her. It's not hard to kill her (especially with Mazzy's 4 prebuffs, which granted undispellable immunity to Improved Web and Vexing Whisper), but it's important to drain her of summons. I already suffered some xp losses in this run - the 1 lost random golem spawn in the power core, the lost opportunity to deliver the Solamnic knights to MNORH, the disappearing statues on WK level 1, and some other minor ones - so I have to compensate in every possible way.

RB gains level 26, picking a 3rd Hardiness.

The Queen drops the Spider Queen eggs and a second scroll of Bless. The third is in the posession of the Guildmaster of Rune Assassins (expanded paladin stronghold).We can use the eggs to create the Golden Spider Figurine, but since it costs 60 000 gp and may not be urgently needed, we won't do it for now. We have a lot of gold (278 000), but it can be invested more wisely in creating more powerful protective rings for example.

On level 2 of Watcher's keep, the random spawns in four labs are:
Fire lab: a lone Elite Fire Giant
Slime lab: a minor improved spider spawn
Ice lab: 2 Greater Bone, 2 Coin, 2 Gem golems
Air lab: 2 Greater Bone, 2 Coin, 2 Gem golems

In addition, there is a Steam Elemental Prince in the Ice lab guarding the Ice Library Note (an ingredient) and an Elemental Golem in the Air Lab guarding the Air Library Note (last ingredient for Ring of Greater Djinni Summoning).

After killing the first random golem spawn (B-M by himself, as usual), and drain the Elemental golem in the Ice Lab out of summons, PC and sorc gain levels. PC picks another Hardiness (now 3) and puts proficiency in Warhammer (now *). Much better, at least now with Belm it's 6 APR with the main hand, which is decent.

Sorc picked an extra level 8 spell. Sorc spell picks chronologically:
Lvl 1: Shiekd, Armor, MM, LMD, Chromatic Orb
Lvl 2: Mirror Image, M's Acid Arrow, Invisibility, Blur, Resist Fear
Lvl 3: Haste, Remove Magic, MMM, VT, Lightning Bolt
Lvl 4: Stoneskin, Emotion, II, Ray of Fragmentation, Ice Storm
Lvl 5: Breach, SI, Larloch's Interrupter, Lower Resistance
Lvl 6: Improved Haste, PFMW, GoI, Chain Lightning
Lvl 7: RRR, Mordy sword, Spell Sequencer, Mantle
Lvl 8: MS VI, ADHW, Foreknowledge, Spell Trigger
Lvl 9: Wish, Chain Contingency, MS VII

Killed all enemies in all labs, R-C gained clerical level 28, picking Deva as HLA. Elite Fire Giant fell to a Remove Magic (dispels Potion of Magic Shielding effect) and multiple lightning and magical damaging spells. Steam elemental prince died to fireshield collision in a flash.Elemental Golem on WK level 2 dropped two randomized items: The Malakar +2 katana and the Boots of Avoidance.

Returned back with Jan, disarmed all traps on this level, also a few on the level above, and all traps and locks in the graveyard catacombs.From WK level 2 looted: A Permanency scroll, a Manual of Elaboration, a Scroll of Memory boosting. Also, the Crimson Dart +3 has been relocated to this floor (inside the Fire Room) and the Paladin Bracers (in the Slime Lab). Also naturally the Air and Ice library notes. Finally was able to forge the Ring of Greater Djinni summoning (costs 60 000 more gp, 15 000 and a permanency scroll already wasted to create the Ring of Djinni Summoning).

The Greater Djinni has quite a lot of HP, starts the fight under GoI, Stoneskin and Fireshield Red, has 4 or 5 more Stoneskins, 1 PFMW, 1 Mirror Image, 1 Chain Lightning and several other less significant spells. A very powerful summon. Lasts 3 turns. Dunno his exact saves, regeneration rate, other resistances, but for example he never seems to die to FoD.

Looking at the gold reserve, decided to forge the Golden Spider Figurine as well. It's relatively cheap, and it surely may come in handy. Remaining gold: 220 000.

No close level-ups. Really want PC to reach Vagrant level 25 in order to be able to summon Swanmay Queen. Also need several more +4 and +5 weapons. Will most probably tackle with the Chromatic Demon next, and the Twisted Rune soon after.

Modifié par saros_shadow_follower, 14 juillet 2013 - 08:43 .


#72
saros_shadow_follower

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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 1
Part 2

Prebuff 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 1
Part 2
Part 3

The 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 here

The 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 .


#73
saros_shadow_follower

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Chapter 6, Part 2:

Defeated Teshal. Even better refined tactic, since PFMWed B-M and Sorc occupied the random undead spawn's attention completely, leaving the fighters to calmly take care of Teshal, his skeleton Grandlord and Bone golem. No Gates to Bone golem this time, sadly.

Amongst static items, we do find the Girdle of Fortitude! Now we go to Cromwell and forge Girdle of Lordly Might (+20 max HP, +3 to Str and AC) and the Equalizer blade. After selling tons of stuff we still have more than 240 000 gp.

We prepare well and go after the Chromatic demon:

Part 1
Part 2

Apparently a misclick, I prepared triple RoF trigger instead of triple Ice Storm with the Sorceress. After Chroma dies, all his minion summons disappear, as can be seen with that Amber Golem. I did a testbattle after this win, and confirmed that although the Amber Golem drops a chunk of amber, it still gives no xp, so no point in eliminating it.

Chroma drops static items only:
Circlet of Netheril (goes to sorc headgear, now we can sell the Mask of King Strohm for 1500 gp)
Tuigan Bow +1
Poison Flail head (can be used at De'Arnise forge to create FoA +4, that's where we are going now)
Blade of the Truth (costs 100 000 gp, but IMO it's a very essential weapon for this part of the game)
Ixil's spike (the spear is nerfed in IA not to grant Free Action, so the wisest course is to sell the parts and not bother creating it at all)
and the key to the next level

There is plenty of easy xp on the next level, but we must not go into Yakman's room or we will be sent to fight a Green Wyrm. In order to fight the beast safely, we first need Kangaxx's ring.

Still, we can enter and exit the remaining part of level 3 through the lvl 2 portal. A bit tedious, but safe.

But first we're gonna pay a short visit to the Twisted Rune.

We forge FoA +4 and the Truth +5. We collect 6000 more gp from both strongholds, I think they're almost depleted.

The Truth 1
The Truth 2

FoA will now be R-C's main-hand weapon, whereas the R-B will use the Truth as an off-hand weapon. He has no proficiencies in long sword, but the weapon is simply suited best to work in combination with either Phosphorous or CF main, with grandmastery of course. So only RB qualifies here.

The sword's triple instant True Sight is extremely effective in many situations.

After selling some more stuff, we have more than 160 000 gp.

Now if I am to be completely greedy, I should fight the Guarded compound first, since Koshi has a 0-value Rogue Stone which points towards the Twisted Rune hideout, and it's meant to be used here. But since any other Rogue Stone will do, I will just scratch 750 gp (sell value of a rogue stone) and fight the rune first.

We buff with long-lasting buffs outside, wish for Rest and then go inside. Arcane ProFire and ProCold in IA last only 5 turns, but we cast ProCold on everyone as well. Not too much cold damage inside, however Vaxaal has a special attack called Wondrous Strike which inflicts damage of all physical, elemental and magical types (including Cold, I think).

Have a Minor Sequencer on Sorc, prepared from a scroll for the Chromatic Demon fight. It remained unused.

Mazzy activates her Invoke Courage twice before going downstairs with the party, since in the Twisted rune lair she can cast not only the party, but also all the powerful summons gated. The main idea is to decrease the Greater Djinni's save vs Death, since Shangalar will try to kill him via FoD spells.

We go downstairs, summon a Swanmay army, add a Greater Djinni to that, prebuff with chained True Sights (Sorc from Book of Infinite Spells, RB and PC from The Truth), which means that we have several true sights triggering at a different point of one and the same round.

As can be seen from the video, we also light the entire battlefield via 2 Farsights. R-C has 2 more if need be.

Video for the fight:

Part 1
Part 2
Part 3

Looks very easy once everyone knows their assignments. B-M received a hit from PC when Shyressa gates, in order to trigger his CC on her (CC prepared a day ago naturally, so we may load another if needed). Shyressa's hardiness breached, she falls to powerful attack (Criticals included and important).

Fighters actually need 1-2 Hardinesses and 2=3 Criticals for this fight, no more.

Layene hides cheesily under SoTM, as soon as she's visible sorc flashes CC on her via LMD. So far CC triggering on hit are one of the most important weapons in chapter 6, key in many strategies. After Layene's breached and her resistance lowered somewhat (I think it's 50%), she's vulnerable to acid.

Layene cannot die until she releases her always-beneficial Wish (this time she wished for Rest). Thankfully, other Twisted Rune members can die uo to that moment, as you see Ravanek and Shyressa already dead.

Edit: Layene has to die ASAP. If she's allowed time to breathe, she will gate Greater Twisted and Twisted golems. Those hit extremely hard, are very damage-resistant, can dispel specific protections and apply Miscast Magic on target on a successful hit. They wield both magical and nonmagical (off-hand) weapons.
She was actually forced to use her Wish for resting  - she will always do that if she's taken lethal damage. Otherwise she might pick double-length TS+IA for example, which is way more unpleasant.

Layene's Wish: Rest option restores the enemies to full abilities, i.e. had to lower her resistance once again in order for the new set of acid-damage spells to kill her. B-M is more than capable of doing that.

Spellcasters finished their task for the fight. If they approach Vaxaal, he will shoot an Improved Anti-Magic ray. He won't shoot it on summons or pure fighter-types though, rangers included.

The rest of the fight is clear enough. Vaxaal has an ability called Soften Target which lowers significantly all resistances. He either shot it at a Swanmay, or didn't have the opportunity to trigger it. He has a triple ADHW CC, but since he saw no vulnerable party members around, he didn't activate it. Was prepared to retreat with PC and cast ProEnergy on him by B-M in case he was Softened and his magical damage defense reduced.

The most unpleasant moment was the FoD that killed the Greater Djinni. The chance of that happening while the Djinni is under 2 Invoke Courages seems negliglibly small, but I should have added BarkSkin and Aid to his prebuffs definitely, as last buffs. That would give him 2 more save vs death. Also forgot to cast on him Chant and Bless. Death Ward and ProEvil are no good, since Shangalar dispels specific protections on hit. However Mazzy's invoke courage, Aid, Bless and Chant are not specific protections, unsure about Bark Skin.

Another option to keep the Djinni alive as much as possible is actually casting Death Ward too and control him more carefully in order for Shangalar not to hit him, at least in the beginning. Djinni's PFMW could help too. All we need is actually 5-6 rounds, in which Ravanek, Shyressa and Layene die, and Vaxaal is hard-pressed.

I was ready for the Greater Djinni's death even if it happened sooner, of course. A Swanmay Queen was ready to cover for it. Or probably should start with a Fallen Planetar as well. OK this was one weak point in my strategy, however this is the first time I see FoD actually killing the Greater Djinni, I thought his saves were just too good for it to work, especially with Mazzy's bonus of 2.

Edit: A Planetar is immune to FoD and other instakill spells, however Shangalar can inflict fear on each hit. Since each of his hits also dispels Remove Fear, it's a non-effective protection. However Mazzy's Invoke Courage has a long-lasting Remove Fear component that's not considered to be a specific protection. Meaning that a Planetar buffed by Mazzy even once has nothing to fear except Shangalar's melee damage.

No Vecna. Very unlucky, this will probably cost me the no-reload run, since I do have a sound strategy vs the Ancient Dragon, but it relies a bit too heavily on Vecna unfortunately. And obviously he has Vecna since all other locations have been checked (Kaol, illithid Mage, Layene).

We find only static items here. Sure, blue dragon plate is a very good armor for R-C for those buff-dispelling fights. Also we find a +3 two-handed sword (second in SoA), a scroll of Memory Boosting, a Manual of Elaboration, a Permanency scroll, Staff of the Magi which the sorc claims immediately, Gloves of Missile snaring (minor ingredient), Monster Summoning VII for the B-M (now he can call those Greater Yuantis as well) and some scrolls.

Nothing really special, indeed. This was one of the few fights we undertook hoping to find a randomized item.

Modifié par saros_shadow_follower, 16 juillet 2013 - 08:46 .


#74
darkjeshush

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I got it to work after trying again back in chapter 3 after my first couple of attempts... I didn't follow the charming directions properly the first time that's all. The 10 pictures tell a story, but not completely :P

Took quite awhile, and probably not worth the time investment to figure it out, but it'll be useful next playthrough I guess.

Just did Kruin's Elementals like 20 times by resting in Tethir after each cycle. His elemental gate is refreshed when you rest, and it gets easier after the first time without all the gith. Dunno if I just ruined the rest of the game for myself though... all my guys gained like 2-3 free levels from it. I came out of underdark at the 39 day mark and after the Greater Elemental farming+ resting, it's already day 55 0_o

Modifié par darkjeshush, 18 juillet 2013 - 05:47 .


#75
saros_shadow_follower

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darkjeshush wrote...

Just did Kruin's Elementals like 20 times by resting in Tethir after each cycle. His elemental gate is refreshed when you rest, and it gets easier after the first time without all the gith. Dunno if I just ruined the rest of the game for myself though... all my guys gained like 2-3 free levels from it. I came out of underdark at the 39 day mark and after the Greater Elemental farming+ resting, it's already day 55 0_o


I've heard of Kruin's Gate to Elemental Golems being refreshed after leaving/revisiting the area which he occupies, but since I restrain myself from infinite xp exploits in this run, I just did it as it's intended, meaning only 2 Elemental golems with max of 6 minor ones summoned by each. It's not hard to do it unlimited number of times naturally once you grasp the concept. I actually resort to many familiar unlimited xp-exploits, but limit them to six times max. Probably overdid it with the Exit to Underdark elves, that respawning Elven War Sage with the instakill script which I killed 8 times instead of 6. He can be killed indefinitely, preventing scripted death is possible via casting a quick PW:Silence when re-entering the area.

I have a new set of videos to upload, regarding Kangaxx and the entire level 3 of Watcher's keep. Will do it a bit later today. So far so good, the Chain Contingency triggering on hit compensates splendidly for the lack of Vecna.