Chapter 8, Part 4: The Demon Prince:
2 reloads before understanding that I simply need more fighter power (tried the fight with just Jack, Seri and Saros), then I won the fight, but it took me3-4 more reloads before realizing that I need much more fighter power in order to ensure 100% win strategy despite of what summons the Prince gates. This forced the last reload to be before the Ancient Dragon fight, since the JD sword has to be created at a precise moment for this strategy to work flawlessly. Ancient dragon re-killed with the strategy shown above, no problem there. This time forged the
Great Wyrm Scales and gave them to Torham. It cost me literally emptying all bags and selling tons of items I was undecided about in order to collect 250 000 gp for the JD sword upgrade.
The fight starts in the Wk outskirts (at the arriving point) via a cutscene during which all party buffs are dispelled. The Demon Prince has a Death Lord, a Noble Marilith (who gates immediately 2 Abyssal Escorts) and an Elemental Golem as initial support. No draining out entities out of minor summons this time, that's for sure. Reason for that: we don't have anyone who's immune to enemy attacks. The prince gates in 1 more minion over a couple of rounds, that may be an additional Elemental golem, which is OK, but may be an additional Death Lord or even Noble Marilith, which is bad. Both of those lower resistances (Marilith electrical, Death lord fire) and have nasty offensive spells of that element (trigger with Chain Lightnings, insta-cast Incendiary Cloud or Meteor Swarm, etc), so we have to kill them fast. The Death Lord can be killed relatively fast, lacking PFMW, unforunately the Noble Marilith has multiple copies. If the Demon Prince summons subsequently more Noble Mariliths and the old one is still alive - very very bad.
So the tactic: It included gating a powerful army outside of WK (6 Greater Swanmays, 3 Swanmay Queens, 3 Greater Djinnis, 2 Noble Spiders), and buffing them via ProEvil, Invoke Courage several times, and mass Improved Haste from the Wish spell. This all happened in 1 turn..
Next we go upstairs, buff with some undispellable buffs (Foreknowledge, Shield of the Archons), forge Judgment Day, disband Mazzy and go to fight.
Part 1Part 2Part 3Part 4Part 5Basic principle in the fight is: Keep everyone protected from Fire and Lightning in the start of the battle (Seri has Royal staff, Torham has Great Wyrm Scales + Helm of Brilliance + Hammer of Thor, Jack has innate 110% fire and electrical res + Dragon Helm, that leaves only Bane to buff in the start of the fight, and Saros too but that's easy since he's a mage), buff everyone as fast as possible, start dispelling buffs as fast as possible (high-level remove magicks are most useful), kill first Death Lord, then Marilith and Abyssal escorts (keep those Removes coming), then the Elemental Golem, then focus on the Demon Lord, firing 2 Remove Magicks at him as soon as he activates something. He starts with several Stoneskins, at Injured switches to Absolute Immunities. Saros tried to stay under Alacrity as much as possible (should've memorized 7 instead of 6) in order to cast Limited Wish after a couple of Remove Magicks on both mages are used. Erasing used up 4-level spell allows the Limited Wish to actually regain two 3rd level spells instead of just one.
As a side note, I discovered a Limited Wish bug, which will prevent a character from regaining spells with the dialogue option if that char is running Spell Immunity Abjuration. Well my mages are high-enough leveled to hide under SI:Div no one can dispel them. It's not like anyone had a chance to do it. Another bug option of the spell is all characters abandoning their actions if a Limited Wish for Negative Plane Protection is activated.
If the fight is prolonged any further, Swanmays start disappearing, and it becomes so much harder to keep enemies under control (namely, Mariliths because of their multiple PFMW). Since in a no-reload run we cannot rely on the enemy summoning few or no Mariliths, this is the safest course of action unfortunately.
Did a bunch of reloads on Azamantes after beating him the first time fast (kinda forgot I was trying to drain him out of minions). However, turned out that Azamantes and his minions have too many variables that could go wrong in a no-reload run. He can be killed very fast at present levels, as seen in the video, but I waited for him to summon his first wave (he starts with 2 Grandlords 2 Greater Bone Golems and subsequently gates 1 of each infinitely).
Azamantes has a special Fear ability which allows no save and dispels all specific protections (including Resist Fear). However, the Resist Fear protects the character not to flee in terror, despite it being dispelled, so we had to start under Resist Fear for the sorc. High-level remove magicks and summons mainly did the rest.
Video for the fight here.As the game progresses, it becomes harder and harder to drain enemies out of minions, still that is no longer essential since our party is very high-leveled and I think they will reach the cap regardless. I was really aiming for the scrolls each Grandlord drops, but prolonging the fight for a mere 10 000 gp is too risky and ill-advised.
So, WK is clear (Demogorgon is vanilla, and I really don't wanna get there yet because I'll lose Sister Garlena as a shop, it's not like we're in a rush for xp). We have to get back on course.
Did an extensive testing of Azamantes, and didn't find a 100% strategy to drain him, although it came pretty close. It's too complex to matter. But the testing was not entirely in vain. Azamantes blatantly cheats by casting Imprisonment on an Invisible character (not Improved Invisible, just plain Invisibility). There is a safe way to counter that once the fact is known, but it saddens me to find more and more of these IA pure cheats as the game progresses.
Forest of Mir - once a character enters the forest with the two hearts in pack, waves of no-xp Skeleton Lords start spawning. That would matter little if I had cleared the place earlier, however I didn't and the odds are a bit ovewhelming. Not impossible, but I pressed on with only 3 party members in this vanilla area. Reloaded. Left the hearts in a container in the Pocket Plane, and then went into the Forest of Mir. No Skeleton Lords, indeed triggering check is hearts in pack or not. However this way I was able to teleport right next to Nyalee fully buffed and with the hearts in pack. Nyalee is a druid immune to Breach, but not to Remove Magic, and she died in a flash. Her army is vanilla (well, she has several spiders).
Yaga-Shura: Won on my first attempt, lost the video, then made a second win + video, decided not to test the tactic any further. Seems very solid, even though the second time the mages and clerics were spawned very badly and still we won with no trouble at all. Key elements: Keep alacrity up and running the whole time, PFMW on mages too, send only summons vs the Fire Giants, keep party fighters out of harm's way and preferably pressing the mage, if not possible for all then 1 to the cleric. Elite Assassin also dispels illusions, he has to be killed fast too. If a mage or cleric is spawned in a corner area and the way to him is blocked by enemy fighters or even fire giants, unleash magical hell upon the blocking party. Like this:
Part 1Part 2Part 3Part 4Part 5Part 6Part 7Improved Invisibility once again shines, refreshing possible in an instant with decreased casting time of 4. Better than Mass Invisibility, quicker to cast. Had to RRR my own GoI on Jack (from the Judgment Day sword) in order to render him Invisible too. This helps enormously since the enemy mage upon spawning cannot cast Breach, but first has to go for True Sight, and second round has to cast a PFMW scroll. The cleric didn't even manage to cast Dispel Magic, those clerics aren't very high leveled, but it would dispel Mazzy's six Invoke Courage buffs on party + summons, which undoubtedly helped immensely.
Forgot to cast True Sight from the sword, still Remove Magic took care of Mirror Images. Also, probably should keep only offensive spells in the sequencers - no need for those Breaches or Remove Magicks in there I think.
A good loot, but not enormous. We need tons of gold unfortunately (something like 500 000, possibly even more). Yaga-shura drops a Permanency scroll + 3 Barbarian essence potions in addition to the vanilla items (Runehammer, Shield of the Order, etc). Enemy lieutenants drop +2/+3 weapons, some potions, scrolls, +1 cloaks, etc.
The Oasis is a very hard next fight if we continue as planned (meaning, from Yaga's camp straight to the Oasis). However, we first go to WK (a logical move, we have to sell stuff) and then we see Amkethran actually possible to reach (also logical, there might be another way), So we go to Amkethran and complete some vanilla quests/fight some vanilla enemies. Everything in Amkethran is vanilla, well, Gargoyle Boots have been removed from the Smugglers' store.
We are stuck near the Mercenary camp in the S-W fighting endless mercenaries. Tried to break free a couple of times, more came. Unfortunately this resulted in a huge gold and xp boost (gold +200 000). We even sell some more stuff (AI scrolls too), and gold is 365 000. We forge a ring +3, a ring +4, and
the Dragon Lord halberd. Gold is 15 000.
The Oasis, approach from Amkethran.
We arrive under Stoneskins for everyone (JD sword hitting R-C provided it as a pre-buff on the Vagrant and the RB as well). Travel time is 8 hours, so yes, they're active.
The approach from this side turned out to be actually worse than coming straight from the Siege camp and into the pocket Plane for a prebuff before enemies turn hostile. It cannot be done from this side (reloaded once to test it), and thus we have to waste 1 or more round to buff everyone adequately (PFME required, those Tethyrian Battlemages unleash 3*ADHW CC before dying). Buffing in the Pocket Plane would be far more complete, and we could go straight with the offensive spells/abilities.
The fight from this side is also not "as intended", since the enemy general won't join the fight (high-level fighter with multiple Hardinesses and other warrior HLAs, and is immune to Breach and physical damage under Hardiness). BTW General Tombelten can be Held via Implosion, but that lasts for a really short time (no real advantage unless spamming multiple Implosions under Alacrity with Cernd).
However, all other enemies will join the fight, those are 2 battlemages (have Hardinesses, yes, I think dual M-F), 2 Battlepriests (C-F, Hardinesses). 14 Gem Golems, several Captains (have warrior HLAs but no Hardinesses, I think), and the other are several Pikemen (vanilla).
Part 1Part 2Part 3Part 4Part 5Key elements in the fight: Barbarian essence potion for PC, Greater Djinni summoned really far ahead by R-C. Barbarian essence insured PC's 100% resistance to physical damage under Hardiness. Djinni insured that the faraway Battlepriest unleashes his one and only Storm of Vengeance upon him and away from the party casters. If Djinni hasn't survived, then it was spider. Or trolls.
This is one fight where we don't want PFMW from the JD sword to trigger, yet we have to use the JD sword. Thus it's used on PC, off-hand, and if PFMW is triggered by chance it goes in the off-hand of the RB, as can be seen from the video. Micromanagement can isnure that non-PFMWed fighters are not assaulted by more than 2 or max 3 Gem golems, which is acceptable and everyone can deal with those odds at present. I could also have the RB drink a potion of Barbarian essence, thus becoming immune to physical harm under Hardiness and Chain Breaker Stance. And if by some chance 6-7 golems were to gang on the R-C, I could kill him with Melf's acid arrows before they can. To prevent chunking.
First set of mages die quickly enough, however the second set is a bit trickier, that's why we sent the B-M to deal with them. Being PFMWed, he's neglected by everyone and can safely reach his targets. Sorc too, for debuffing.
BTW I've tested some more and found out that enemy battlemages die quickly enough to melf's acid arrows after they're debuffed and their resistance lowered twice.
Levels after all this: Sorc 35 (close to last level 36), B-M 9-35 (gained after the Oasis fight), Vagrant 38 (very close to 39). RB has a lot of xp to go to lvl 40 (more than 1 mil), probably he'll never get there. Not that it's needed or anything. The difference is 1 CS and 3 max HP.
Sold all of the stuff acquired, forged Runehammer +5, Ravager +6 and another ring +2. Bought Rod of Reversal from Smugglers cave (inside killed all smugglers, no penalty). Really expensive item. 44 000 gp with max discount. It is very useful though, even if only for removing a dragon's Spell Shield safely. Gold remaining 95 000.
Sendai's outskirts cleared (vanilla).
In Sendai's lair, there are a couple of improved fights: The Barracks, Sendai's slaves + spiders, Sendai's random drow, Odamaron, the drow captain and Sendai herself. Now the Barracks and Sendai's slaves and spiders are very easy, no videos there. Sendai's random Drow are identical to the first Drow ambush in Underdark, however these are 3 at once.
Here's a screenshot from the barracks, showing a mindflayer invasion upon the Drow...heh, it's only Saros, who's unheashed 50 or so psionic blasts upon the Drow and their spiders sunder Alacrity. BTW Jack gained 39 level beforehand... I apparently miscalculated, he now has 7 Hardinesses and 13 Critical Strikes.
After clearing the slaves (no delay for extra free experience, I'd wait to get 6 groups of Deros at each of the junctions otherwise, no draining of the 2 ghost spiders too) Seri gained last (36th) level, and picked SpellStrike as new and last 9th level spell. Why exactly Spellstrike? Well, there aren't any better picks really (TimeStop may look good but powerful enemies are anyway immune to it), and btw SpellStrike on her with casting time of 1 can be very helpful vs a dragon (be it Abazigal or Draconis). Better than a scroll, better than RRR which may cause an undispellable Spell Shield bug.
Odamaron's outer guards were slaughtered from afar (mainly) with fire:
Part 1Part 2Part 3Dragon Breath is still superior to the party compared to Comet, no matter what Sikret claims. Numerous enemies are magic resistant, and Comet is ineffective vs them. Drow included. However, Comet is more dangerous to the party compared to DB, because it deals damage instantly while DB can be easily outrun. Saros was ready in all cases to run forward and occupy remaining enemy's attention for a lot of time. And also to fry them additionally with multiple Fireballs and Sunfires as can be seen.
There are other tricks like unleashing one hell of Psionic blasts upon the enemy under Alacrity, but I think off-screen multiple DB is the best solution for these pesky Drow. BTW the drow aren't the real problem - it's the Whisper Spiders and their Web Lariats.
Odamaron is not immune to Remove Magic. That CC with 2 Khelben's Warding Whips that accidentally reached its target (nearly impossible btw, but it doesn't matter) doesn't have anything to do with dispelling Odamaron's protections. 2 traps on the stairs in front, I was fearful there were more around but after killing the lich checked with Jan - only 2 on the stairs and 1 guarding a container, that's all.
Part 1Part 2That PFMW which triggered on PC - nasty. Bad. I had to eliminate Skeleton Grandlords with PC, but was really hoping not to trigger PFMW. For a no-reload tactic, this is a bit iffy, despite the chance of PFMW triggering being very small. Probably will have to find a way to control the wielder of JD sword in such a way that the last attack per each round (with the sword 0ff-hand) is cancelled. I think it can be done with careful monitoring of that char. Odamaron didn't trigger ADHW CC, strange.
Saros capped here (mage level 36). PC needs 50 000 more and also caps (because of that xp loss in Hell he's a bit behind now).
We join Imoen. Will try to raise her to level 18 if possible. Dyatha and Odamaron die to summoned army (2 Greater Djinnis, 7-8 Swanmays). 1 Swanmay imprisoned by the Hive Mother...
The fight with the drow Captain here.
Part 1Part 2The fight with the Illithid - Mythykyl is somewhat improved, an Ulitharid with better resistances and immune to Criticals apparently. Almost drained PC (1 int). Had to simply send the B-M forward, and that would be all.
A Drow Chain stored in this area (taken from the F/M captain), will be helpful in the oncoming fight with Sendai to the B-M (decreased casting speed of 1 is always good).
PC caps, level 40. 14 Criticals, 7 Hardinesses final.
Back to Cespenar - we forge the Short Sword of Mask +5. It's unwise to forge the +5 Cutthroat because it costs 75 000 gp, which, despite being not so expensive, is not so useful either. The +5 version has a 15% chance of applying 1d6 slashing damage. Since the weapon is mainly used vs Coin Golems, and they're immune to Slashing damage, the upgrade is basically for the +1 THAC0 and +1 damage (the latter not very significant, due to enormous enemy resistances) bonus, and the +1 dexterity bonus (also not very significant). So it's basically 75 000 gp for +1 THAC0 vs Coin Golems. Grand. I label that upgrade "worthless"!
Now the Short Sword of Mask in IA lacks lvl drain (enemies are anyway immune to it at present), but 5000 gp for +1 THAC0 and damage I consider a fair price.
We go inside and deal with Sendai's almost vanilla statues and drow (those are a limited number in IA, dunno if in vanilla too). We leave the last statue...actually we don't. Trigger with Lower Resistances, followed by Maze...and there is no one in the vicinity, the party teleports to the Pocket Plane.
Fought the battle 3 times. Won 3 times. Made a video on the last attempt's tactic. It was best refined.
The first video shows how to lure the remaining statue (vanilla, cannot see Invisible) to a safe location. The fight itself (last videos still uploading):
Part 1Part 2Part 3Part 4Part 5Part 6Part 7Info:
I was told that in the final IA v6 version Sendai is immune to Dispel Magic. Perhaps she is. However I used Remove Magic, and it turned out she's not immune to those. She's a very high-leveled F/M/C though, but her mage levels are 32 or 33, dunno, so her mage buffs are dispelled easily by 36-level Remove Magicks. Still, I used each time 2* or 3* of those as a precaution against failure. If Sendai's newly erected combat protection (be it Stoneskin, PFMW or Armor of Faith) is not dispelled immediately, she will cast an offensive spell - clerical Dispel Magic. She casts those at instant speed, and since her clerical levels are higher than my mage levels, this will probably dispel everyone's buffs (well except for the two mages naturally). Still, I don't wanna give her that chance, since my chars are prebuffed six times by Mazzy, this decreases their saves and THAC0 enormously. Since Sendai and her two Web Golems have very good AC, THAC0 boost is very important. Naturally, Armor of Faith has to be Breached. She also has multiple Hardinesses, but in the last attempt the R-C hit her enough times to ensure her quick downfall after her last guardian died (she can't die until even one of her minions is alive).
The B-M was in the front, his task was to attract both Web Golems. Web Golems are almost identical to Hardwood golems - they wield both magical and nonmagical (off-hand) weapon, their off-hand dispels specific protections and applies Miscast Magic on target. They cannot see through Invisibility (that's why Saros had to break his full Invisibility by talking to someone before the fight started), and are not immune to Blindness. They are immune to all types of damage except for Slashing, against which they have 95% resistance only.
However one Web golem saw a Greater Swanmay as a nearest target. No problem, that Swanmay was pulled out of combat and assigned a new position near Saros. Reason being simple - it had to die and then the Web Golem would see Saros as the nearest target and attack him.
Saros was immune to Web Golems' attacks. Web Golems won't attack anyone who's under Absolute Immunity, but will attack someone who's under PFMW and protected from Normal Weapons by other means (Aslyferund's Elven Chain, in this case). Script error or stupidity, dunno what. Let's just say they're stupid. Or it's probably intentional, to ensure the overpowerness of a Necromancer PC (that one gets immunity to +1 and less in Hell).
So we had the perfect shield vs the Web Golems. He quickly cast Black Blade of Disaster and by equipping Belm off and with thremendous Mazzy bonus and with Potion of Power (same bonus as Tenser's partial, lasts 4 turns instead of 1) we had our third perfect fighter vs the Web Golems. BTW Saros gained last proficiency at level 36 and put a second star in two-weapon style for just this occasion.
Naturally the spiders are weaker and had to die first. As long as we have Mazzy's buffs active, only summons may get stuck in the Improved Web. And no one can dispel them by a hit, since Invoke Courage is not considered to be a Specific protection. As you can see, Mazzy's six prebuffs were active till the end of the fight. Most of the summons were buffed at least 4 times by Mazzy, some 6, some only 2.
Sendai's Pet is most vulnerable to Piercing weapons. I could pull out Saros and attack the pet with his halberd skill too, but then again I'd lose the firm ground vs the Web Golems. Not good. Jack and Bane did the job by themselves, and with Criticals - very fast. The pet has to die that way since several rounds after the fight starts it unleashes a Roar that deafens everyone nearby (spell casting failure of 50%). I had a plan against that, by using Neutralize Poison scrolls with both Jack and Torham, but it would take quite some time to restore everyone back to normal. Not even once in the three attempts did the Pet roar.
Micromanagement ensured that all fighters are in the reach range of only one Web Golem - the second had to choose between Saros and a Swanmay. Swanmays are not very effective vs the Web Golems as can be seen though.
Despite Bane's protections being dispelled (and impossible to be refreshed, not until Mass Invisibility wanes anyway) Foebane kept him at nearly 450 HP, which would make him impossible to kill even with triple ADHW CC (he always saves, so only 60d8 damage, the impossible max of which is 480). If Sendai had attempted a Dragon Breath on Bane, he had the Dragon Lord halberd in pack to switch to if need be. However she was hard pressed to defend herself and couldn't even think about attacking. She tried some offensive spell, probably Storm of Vengeance by the looks of it, which was stopped by LMD.
BTW the tests show that the CC: 2* Khelben's Warding Whip + 1* Larloch's Interrupter is also very effective, but that's for lower-leveled parties who cannot execute the Remove Magic tactic successfully and have to rely on multiple Breaches. BTW this is one fight where several Breach scrolls may come in very handy (spellbooks may be depleted of those).
It's unwise to attack anyone with the R-C except Sendai. Spiders can dispel his protections (namely PFME and ProEvil, he is immune to Fire and Lightning due to his gear), Sendai's Pet can do it as well (and is more resistant to Crushing damage) and Web golems are immune to Crushing damage. So the R-C basically has to attract Sendai's attention which isn't very hard - it's either him or a nearby summon. Anyway everyone except the mages was immune to Poison (Torham wearing the Talisman of Greater Protection) because Sendai's flail has a 25% chance to inflict Poison damage on hit. Besides, with Girdle of Bluntless and Shield of the Archons Torham's AC crushing modifier is -8, in addition to -25 AC from his gear and buffs, that's -33. -35 if you count ProEvil. -4 to Sendai's THAC0 due to Mass Invisibility. So -39.
Loot includes: Ring of Free Action from Sendai, also a Time Stop scroll (there was another one found on the Ancient Dragon which Saros scribed, it's not a very useful spell anymore), some other scrolls, and vanilla items. We give the Wong Fei's Ioun Stone to Saros, and do some helmet redistribution (PC gets Balduran, R-C gets Crimson Stone/Helm of brilliance, and Vhailor's goes in pack - it's not like we're gonna make much use of it anymore, so we may just sell it).
Sold tons of items (almost all). Assembled more than 300 superior healing potions (good, I was running short of those). Sold also all Absolute Immunity scrolls I had left. Forged a ring +4 out of 12 +1. Cost me 310 000 gp and 4 Rogue stones. R-C equipped a normal full plate, a +4 ring and a +2 ring, now his save vs spells is not awful anymore. Unfortunately we have only 115 000 gp left, and we need some more to create the Golem Slayer +5 (50 000 more gp). Also we need 10 000 gp for the Montolio's cloak and the Hindo's doom +4 upgrades. We have a few sellables, but those are worth less than 10 000 gp. Possibly some scrolls from Lazarus as well. And there isn't much gold in Abazigal's lair...and I don't wanna sell any more Superior healing potions either. The party has more than 80 PFMW scrolls and some other scrolls too, but I consider those to be of use in the last fight.
Edit: Killed 8 more guys in Amkethran, apparently those were the last of the bounty hunters in the region. Sold their stuff and the remaining stored +2 and +3 items. Got gold to 147 000. Forged a +3 quarterstaff. Gold back to 132 000. Delved deep through packs and sold almost all items I thought unnecessary anymore, these included things like Gloves of Healing, Albruin sword, and even the Dagger of the Stars and the Ravager halberd (those proved to be an unwise investment, shouldn't have them upgraded in the first place). Anyway, sold even all remaining Enchanted weapon scrolls, 8 Rings of protection +1 (8 remained), and got gold to 165 000. Forged the
Golem Slayer for 150 000, Montolio's cloak for 5 000, and the party has 10 000 in pack for the Hindo's doom and FoA +5 upgrades.
I am still unsure about the Golem Slayer upgrade, we will test it in the last battle. It can only be used by single-class mages, that means only the sorceress, Seri, in our party. After I develop a successful no-reload tactic for the last fight (EDE), will make a thorough report on which items are worth keeping, which items lose their usefulness at what point and can be sold, and which upgrades (vanilla and IA) are worth creating. All from this party's perspective, naturally.
Modifié par saros_shadow_follower, 30 juillet 2013 - 06:40 .