![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
![]() Forum Member Tactical reputation: 1 Posts: 215 Joined: 4-August 08 ![]() |
Bored with faster than light mind flayer rampages under time stop and stimulated with Black Wyrm Lair's renewal, I decided to start a whole new IA v6 experience and share its exciting moments here.
I want it to be as exciting as possible for me and (perhaps) a training ground for V7 ! The title was right, the game will be played on insane. I know IA v6 is hard enough but with 6 or 7 completed walkthroughs I couldn't control the excitement and decided to try it on insane. (At the time of this first writing, my party is in spellhold right before the lich and skeleton lords guarding the library and Dace. I took lots of notes during the playthrough and it is very recent, so informations will be accurate.) THE RULES : BG2 clean fresh install with TOB then TOB official patch, the Baldurdash TOB fixpack 1.12(non-weidu), the recommanded ease of use components as prescribed in the Installation document of the mod's documentation, IA v6, dungeon be gone (the compatible version). That's it. Way of playing the game : As intended with improved anvil v6. Fighting fair and heroicly, no pathetic headless chicken retreats, no exploits and debug mode simply deactivated. A 6 members party at everytime (except the very beginning if I pick NPCs). No baldur's gate 1, no TOSC, so everyone 89k XP (a TOSC imported necromancer would have many level 5 picks, whereas a 89k one will struggle to fill his level 5 spell slots early on). This also means no stats tome whatsoever. About resurection/raise dead : If a character is chunked I will reload. Usually I won't raise a dead party member during the fight except if said fight is really really hard, intense and well played at the moment and the party member coming back will actually be a key to winning the fight. I won't raise dead during battle because I was just blatantly careless. (In most cases anyway, I will either win the fight with no casualty or suffer catastrophic casualties and be forced to reload. Until now there's been only one case of raising a dead party member from the dead and continuing the battle, but that attempt eventually failed and was forced to reload and then won with no casualties (this happened in samia's party first try)...I'm just saying that the door will always be opened to that, but in practice rarely used because in Improved Anvil usually a casualty rarely comes alone ![]() About retreating a character focused in melee : Will only do it in obvious cases, not to purposefully abuse the AI as much as possible. A concrete exemple could be : risk breaker gets hit by gem golem for 98 damage, game is paused for badly injured. That riskbreaker on core would have suffered 49 damage and could quaff a potion to stay as long as possible in melee (in IA in general, fighting instead of fleeing is almost always extremly superior as a tactical choice). But with 98 damage and anotherlets say 92-102 coming in really soon, potion is not going to change anything, plus my party is not bound to spartan law. No tower of deception : a very great mod, arguably well improved by improved anvil, but I think the first segment of the mod (tower) is way too much rewarding and not hard enough as a prespellhold quest. Furthermore, it can act as a substitute to achieve crucial levels early on when the choices of quests to do disminishes. So in other terms it's like a free ticket for example to get ruby ray of reversal before some hard fight whereas without TOD you would have had to face a much more crude reality, because XP is strongly limited in IA. TWO HOUSE RULES : RULE 1) Maximum HP on hit dices. EXCEPTION TO RULE 1 : NPCS added to party. They will stay as they are and their proficiencies won't be tweaked either, although they will get maximum dices as they level up with the party, like any other character in the party. Justification : 1) Insane 2) There's something I dislike with playing a game's difficulty level with a dice in a context of tactical challenge mod. As a matter of fact I wouldn't mind at all playing a handicapped 61 hp level 13 fighter IF I KNEW that a greater bone golem, for example, could be handicapped in such a way sometimes (with random dices). But that is not the case. Monsters always have their fixed amount of hit points. One could argue that this fixed amount of hit points represents an average of hit dices and I couldn't really tell him wrong, but somehow I have trouble buying that story. RULE 2) 100% success with arcane scrolls scribing. Justification : 1) I'm NOT failing to scribe the new Necromancer spell. I'll save myself the shame of reloading for scribing spells. WAY OF IMPLEMENTING HOUSE RULES : No mod. Only temporary set difficulty slider to the lowest level only to scribe spell and/or level up, then immendiatly set it back to hardest. Never play with the slider during battles. ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** Now that I have your ***SPOILERS*** ATTENTION ***SPOILERS***, I will talk briefly about spoilers. As of this moment in this thread, basically everything that follows constitute major spoilers of Improved Anvil v6 and (especially) if you are new to the mod you should NOT read any of it and keep the pleasure of discoveries for yourself. I will be talking of my party composition, reasons, quest orders, optimized tactics, lots of spoilers on loot ennemy weaknesses, behaviours, etc. Since the tactics worked very well on insane and in most cases with no reloading at all, it might really spoil the fun of playing encounters for new IA players (although they require a lot of concentration and focus to successfully execute, as expected from insane difficulty). So in other terms : ////////////////////////////////////////////// DON'T READ FURTHER IF YOU ARE DISCOVERING THE MOD DON'T READ FURTHER IF YOU ARE DISCOVERING THE MOD DON'T READ FURTHER IF YOU ARE DISCOVERING THE MOD DON'T READ FURTHER IF YOU ARE DISCOVERING THE MOD DON'T READ FURTHER IF YOU ARE DISCOVERING THE MOD ///////////////////////////////////////////////// .................................................. Now that being said, let's talk buisness ! THE PARTY I thought about it for a loooooooooong long long time, confronting all the experience I have with the mod with the perspective of double damage from everything. I will save you all the reasonning, as I will simply tell what the party will be, with general hints about composition, development and proficiencies, what I do not want, what I want, etc. 1) Protagonist : Human Necromancer. (an IA v6 walktrough worthy of that name is either played as necromancer or vagrant in my humble opinion) With approximately as many runs played with either vagrant or necromancer, I can tell personally that playing with the vagrant is generally a much harder playthrough. Since I'm a beginner with IA v6 on insane, I will obviously go with what I consider to be the easiest path. Aside from that, the necromancer will of course provide excellent arcane firepower, buffing and debuffing. Potential of 25% physical resistance(65% with wish hardiness) 2) Custom made : Human Ranger level 7 dual cleric. Full plate/shield AC tank with clerical spells, including iron skin. AC is really important even more in insane, but I will have opportunity to talk about that later. Potential of 10% phyisical resistance, but iron skin at will eventually. 3) NPC : Valygar (protector) Decent AC, excellent later on. Good resistances due to his specific items, clerical spells including armor of faith. So 50% physical resistance eventually, good armor class, mental equilibrium. 4) Custom made : Half orc barbarian. Not terrible AC, barbarian rage for flexibility, lots of hit points, physical resistance, no backstab. Potential of 70% physical resistance(warblade10%). 5) Custom made : Human Riskbreaker. Good damage output even in the beginning with proper positionning. Only one character dependant on ioun stones (aside necromancer). Amazing later on, he will turn the tide of some late game battles that can get pretty physical. Potential of 60% physical resistance. 6) NPC : Cernd (auramaster) Great tanking, spellcasting, buffs, abilities. He will add controlling the tide of battles. He will be one of the early game stars of this party alongside ranger/cleric and barbarian. Potential physical resistance : 30% (110% with wish hardness and aura of invulnerability(fitting name for that ability!)) General idea : Why all those clerical spells ? Isn't that bad ? Won't it suck late game ? The reasonning behind this party is that I am fully aware that success on insane will depend on heavy, heavy minute control on battles. As tempting as a bunch of riskbreakers chunking and getting chunked may sound, reality is that a gem golem will hit for more than a hundred hit points sometimes in one single punch. In order to pull this off, I need a party with a lot of flexibility and multiple powers. All of this will become clearer as the walkthrough progresses, but in my head it was clear that I needed greater restoration "at will", mental equilbrium, skins(stoneskin/ironskin), immunity to level drain, summons (I will be using nymphs a lot early on with skeletons. In most of pre spellhold adventures I will be relying on a group of 5 clerical fire elementals as my summoned army. This is one example of how ranger cleric and cernd were a great asset in this success). Necro will assume arcane casting alone, which according to all my previous walkthroughs doesn't badly need to be augmented early on. Later on he will of course dominate a lot. This means only one source of "arcane pressure" for ennemy mages but I don't mind paying that price. I am well aware that a kensai would be a lot better late game than a barbarian in terms of damage output, but in this context I'd much rather invest in defense/control/stability over damage. Riskbreaker is my main argument for late game and I'm pretty sure he will relish the challenge. Quick review of why not other classes ? : Berseker single class warrior : Love that guy, but taking 30 damage after rage instead of 15 feels so retarded that I couldn't bring one if only for that reason alone. Kensai : Two weapons wielding you should go for riskbreaker instead, for two handed weapons specialist I prefered the barbarian Vagrant(non protagonist) : Tempting, but not optimized enough in terms of gear timings/usefullness. I have very decent summoning potential already. Archer : I will be using missile weapons often early on, and even in a few late game fights missile weapons have their place, but this guy is way too specialized compared to missile weapon effectivness. Cavalier : Not on the level Inquisitor : True seeing is good, but I have it. I can't see his dispel magic being that crucial. Other than that, I don't want to play with fire (turning from ennemy clerics) and in general he just wouldn't fit and be too weak. Swashbuckler : Decent, but definitely not on the level for this particular run. Skald or blade : No clown allowed in this party Monk : I know his fists are really hardened but I doubt his skin will resist when punching a golem made of diamonds. Wild mage (or specialist or sorcerer) : I believe necro will handle it. Wild mage not on the level. Berseker dualled to mage : A very decent character for vagrant runs, doesn't fit here. No Anomen ? : He's fighter, not ranger. No Nalia ? : When I pondered wether to take her or not it just came to her vs cernd because everyone else really had to stay, and in my book cernd wins (by no small margin) No multiclass ? : Not on the level of this run...to be honnest even in vanilla or SCS I really fail to see how No shorties ? : Human required for most of party spots classes...only legit was barbarian but with +1 to saves instead of +5 I'll go with half orc anyday. So what's the plan with developping those characters ? Approximately, here is the way proficiencies will be spent and weapons used (roughly) throughout the game. It is in my humble opinion one of the best ways to make out the most out of weapons during the entire game (as well as having weapon types arguments most of times against most of ennemies). Necro : *staff *sling *dart *dagger Weakest quarterstaff +1 sling into staff+3/staff of air sling+2 into late game staff (elemental/golem rod) and/or staff of the magi with sling +5. Nothing complicated here. Ranger/cleric : **club **mace **flail (*sling *two weapon style (in cleric without ranger)) *sling *two weapon style ** warhammer *two weapon style **quarterstaff **two handed weapon style **sword and shield style **single weapon style club +3 best sling available with best shield available into flail of ages into late game phosphorus with fortress shield (25 str with holy symbol) Valygar : (**katana **club *long bow ***two weapon style) **axe **warhammer **short sword (...)family blade MH nature club OH into frostreaver/club +3 MH stonefire OH into late game family blade+5/short sword of mask+5 MH hammer of thor+5 OH (25 str) Barbarian : **two handed sword **two handed weapon style **quarter staff **spear **halberd (...) sword of chaos+2 quarterstaff+1 into lilarcor+3/martial staff+3(or rynn+4 who knows...)/spear of kuldahar +3 into late game soulreaver+4/warblade+5(10%physicalresist)/staff of the ram+6/poseidon +5/dragon lord+5 ($$$$$$$$$$$$$) (he is of evil alignment) (23 str belt of cloud giant, 25 barb rage) Riskbreaker : **long sword **short sword **two weapon style *****flail ***long sword ***short sword (highly doubt level 39, but that's the idea) enchanted long sword +3 short sword of backstabbing +3 arbane sword +2 namarra +2 etc into phosphorus MH belm OH into late game thetruth +5/flail of eternity+5/cuthroat +5 MH angurvadal +5 OH(with girdle of lordly might = 25 str) Cernd : (*quarterstaff *scimitar *dagger *sling) *two handed weapon style *spear (...) staff of the high forest/sling into staff of arundel +3/staff of fire +2 quickslot (fireshield can come in handy) into late game oak of the high forest/ixil's spike +6/spectral brand+5 with belm offhand WOW THAT'S A LOT OF $$$ As I said this is a roughly briefing of the plan... there's no rocket science in that and I don't expect to get everything forged, although I don't buy consumables unless absolutely necessary and I pick up almost everything when I loot (including even mundane items to sell). Yes I will be buying stuff (like staff of arundel, jewelry, spear of kuldahar) under 24 charisme (18 + 6 from friends spell) and 20 reputation. Now, about the run itself. I kept a save file before most battles, so it would be possible in theory to re-play them in an authentic way or even maybe record them. In fact, I will only provide the summary of my notes in this writing, but if enthusiasm is raised about one particular fight, maybe more details can be added later on. I will be using a (VERY) conservative quest order. I want this to go as smoothly as possible, so no I won't tackle conster at level 10 with irenicus dungeon wands and dressed with tabitha furs. I will play it really safe and do the quests in an (in my humble opinion) easy order. I hope the English will be of decent quality as well. Reloading : I'm not playing this with the intention of never reloading. But with good IA experience I won't be fooling around either. I love baldurs gate and sometimes I play it without focusing and being careless, but for this run I will have to concentrate. So most of the strategies used won't be offical "no-reload strategies", they will much rather be "no-reload-unless-you-got-careless strategies". Many fights up to now took several minutes to plan and prepare, carefully casting the prebuffs etc(sometimes as long as 30 minutes of planification, just to ensure the fight will be won and that if hes lost at least I will have a very well prepared set up to reload with and try again. I will not be taking any fight for granted....so yes I will rest before almost anything and prepare throughoufully. On core rules I usually love to "endure" fights and complete a lot of stuff without resting...but in this particular run we will temporary ignore our adventuring insomnia problems and rest a lot. By the way, upon reading this walkthrough you may think something like : hey how did you know that ? why did you know monster X was vulnerable to effect Y ?... As I said after 6-7 legitimate runs and a lot of curiosity, the amount of mysteries has dropped dramatically. This is even more a reason for some people to refrain from reading this because the spoilers will be huge. So for the last time, be cautious not to ruin any gaming experience of yours while reading this. One last note before starting, sometimes I will refer to positionning, proper positionning, etc, or you might just wonder how come a certain character of mine is not being crushed by a golem. In Baldur's Gate, the north south east west coordinates of the screen rotated with a 45 degree offset offer excellent positions for fighters using one hand weapons. In such a position, the fighting range is maximized. (By the way, spears have very limited weapon range, but not nearly as pathetic as daggers). To make it clearer, think about the watcher's keep level 3 maze first floor when you enter it. We clearly see those N S E W directions. If you attack from lets say south-east, your risk breaker will hug the golem. Said golem will then feel a urge to punch that helmless face and you don't want that to happen on insane (and to be honnest you are playing with fire if you let that happen early on on core difficulty as well, but more errors are allowed in that case). (Speaking of errors, just as a useful information, 3x chain lightning triggers will actually chunk you on insane, so that's one more source of chuking to know about) Oh I forgot...Predictions... To be honnest I can foresee some fights being not really harder on insane than core, an obvious example coming to mind would be kangaxx. I know my party is not that rude on the physical damage output field and it may have the consequence of making some fights last longer. I can see purged fights being hard (house in suldnasselar, greater elemental golems in general, master brain from illithid city) and I can see mithril golem being really hard. One (real) last thing...Pre-spellhold missions. I plan on doing all the standard stuff (main quests etc). About "hard but doable" prespellhold fights : Kangaxx : I will do it (although luck on randomization and forging decisions will make it the hardest fight in the whole lot up to now, precisions will come later) Samia party : I will do it (very spectacular fight) Umar witch : I won't do it (not rewarding enough for the risks and efforts) Troll mound : I won't do it (see umar witch AND one of the reasons why kangaxx was hard) Teshal undead town : I won't do it (see Troll mound) Wind master : I won't do it (I didn't even bother considering it seriously...protection from lightning dispelled, I remember damage being pretty huge on core, so x2 is no thanks) Firkraag : I won't do it (fighting him on core before spellhold is doable but really really hard fighting legitimately...I decided to skip it on insane because I'm playing Baldur's Gate, not starcraft broodwar final in World Cyber Games) Now enough with theorycrafting, let's move into action ! =============================================================== IT BEGINS ============================================================================= Awaken in dungeon, Irenicus is kind enough to resist the urge of power word killing protagonist on sight. Say bye to imoen, pick some mundane equipment from the nearby chest, talk to tom bombadil and get out. Loot shadow thieve corpses in plain sight of waukeen's promenade people. Go slums, gaelan, avoid 2 thugs near inn, enter inn, nalia's quest, firkraag's quest Run to government district, talk to delon, run to gate district, trademeet's quest. Leave athkathla in such a haste that the guards ask us if a pit fiend is running after us. We know just how much back alleys of Athkathla can be dangerous... Umar hills. Do nothing except spare rangers pick valygar. Trademeet. Kill animals, pick cernd, kill other animals. Travel to druid grove to avoid Cernd's annoyance at not going there. Kill the troll near the spot where you arrive. Back to umar hills do all minor buisness, pack stuff and go to winspear hills. Do all exterior job. Travel back to waukeen's promenade. Do circus. Go slums kill the 2 thugs, pit duel in copper coronet. Attack the slavers. Beastmaster : skeletons nymphs and dogs haste chant bless etc. minor spell sequencer 2x magic missile. Fight : Necro greater malison, Valygar doom on beastmaster, Cernd flame arrow on beastmaster (interrupt spell), rangercleric silence. Tabitha on cernd (mirror image iron skin), emotion beast master falls, I think valygar charmed the grizzly, minotaur and tabitha just didn't know what to hit and fell. This fight is not really different on insane because honestly if tabitha attacks an unprotected character on core that character will probably die pretty fast anyway. Sell stuff pay 15k to shadow thieves (less than 100 gold left) Head to docks, clear prebek's house Mook's quest cleric ranger and barbarian stand on front, preventing vampire from hitting unprotected guys Start maevar Suna Sei : Riskbreaker uses ilbratha mirror image and heads to the left (north west) in order to take the chaos spell from mage. Necro magic missile on cleric interrupts greater command. Cernd casts emotion, rangercleric doom on eldarin, valygar doom on assassin, barbarian goes rage. Riskbreaker confused. Necro casts haste Cernd casts insects. True sight to reveal unconscious assassin. Fight took long, stinking clouds and nymphs were used eventually. Everything hits hard, but our summons do not take double damage. (Thats bad news for mister Pasha Mamoud, he better have his hardiness ready!) Talos temple Wounded man rayric gethras' tower (spare him for now) Druid grove Faldorn : My party was pretty exhausted when I reached faldorn...decided to try the duel for fun. Used domination as first spell and it worked. Used her to summon animal III, she summoned 2 winter wolfs =), necro and wolves then killed her easily. Was fun, unexpected and a good variation to the usual nuking fest. rest + first druid grove quest rakshashas elite troll and trolls : death spell on trolls and melf's minute meteors, magic on noble troll and physical attacks with enchanted long sword +3, nature club, club +3 cernd's quest help viconia Murder rayric gethras in cold blood, he casts a remove magic, true sight, greater malison, disintegrate on a mountain bear, he gets charged and dies. find out what happened to montaron maevar (Party : necro : lvl 11 77hp AC 2 quarterstaff +1 sling +1 proficiencies : *quarterstaff *sling stats : most powerful vainquished : stone golem total kills : 12 % ranger/cleric : lvl 7/9 133hp AC -9 club +3 sling +1 medium shield +1 proficiencies : **club **mace **sling **flail **warhammer **two weapon style stats : most powerful vainquished : Hareishan total kills : 18 % valygar : lvl 9 99 hp AC -6 family blade +2 mainhand flail+1 offhand proficiencies : **katana **club *longbow *axe ***two weapon style stats : most powerful vainquished : Beastmaster total kills : 18 % barbarian : lvl 10 hp 168 AC -3 sword of chaos +2 quarterstaff +2 staff spear +2 composite bow proficiencies : **twohandedsword **quarterstaff **two handed weapon style *spear stats : most powerful vainquished : Ihtafeer total kills : 22 % riskbreaker : lvl 10 hp 121 AC 2 short sword of backstabbing +3 mainhand arbane's sword+2 offhand proficiencies : **long sword **short sword **two weapon style *flail stats : most powerful vainquished : Noble troll total kills : 16 % cernd : lvl 11 hp 64 AC 5 staff of high forest +2 sling proficiencies : *quarterstaff *scimitar *dagger *sling stats : most powerful vainquished : Minotaur total kills : 12 % ) buy reput to 14 get shield of the lost wellyn horn of valhalla tirdir expose tanner (careful with rune assassin, ranger cleric charges him and blocks him with his iron skin as he drinks his invis potion to backstab somoene frail) upgrade horn of valhalla fallen paladins Clear estate of saerk farahd estate of its loot and lifeforms in a very lawful good way graveyard minor encounters but no crypt king and no underground (as I said I'm currently in spellhold before library guardians and I still haven't met the orphan and Kamir) sir charles tiris trademeet crypt king : Good positionning, iron skin mirror image bears minor air elementals spider ambushes : buffs emotion melee + tanking cure poison flame arrow orcus' room paina : haste free action death spell larloch's minor drain. Was close, a lot of mass cures/heals were used. shadow thieves contact : chaotic commands positionning remove magic flame arrows roger the fence troll sewer rakshasha : bears minor air elementals haste buffs emotion on kobolts...had to reload here, first time ranger cleric took the abidalzim for 250+ damage (that dreaded spell will most likely remain a big threat for the whole game). Next time valygar took it and saved vs spell. mekrath's imp : put it down with malison emotion greater command minotaur/yuanti mage/greater yuanti/umberhulk folks : very close, necro confused right away by umber hulk (was quite naive with SI:enchantment thinking yuanti mage wasnt going to put necro down), valygar hit and knocked away by minotaur (almost killed by that) haerdalis gem/raelis summoning lower reaches gauths : cloud kill malison web emotion greater command, tank skeletons and missile weapons unseeing eye : secret word breach malison doom flame strike flame arrow death ward reputation now 20 buy mauler arm, staff of araundel, jewelry and containers chaos : easy with this party and earth elementals from necro, necro gets killer insects hurt a LOT, polymorphed into troll, NOT HASTED, potions, namarra, multiple sources of heal mencar and party : malison emotion command everyone on mencar + 5 fire elementals buy spear of kuldahar lilarcor carrion crawler : free action, buffs, weapons +3, earth/fire elementals rats : emotion/greater command shadow lover : he hits really hard...risk breaker short sword of backstabbing +3, barbarian spear of kuldahar, necro staff-spear +2, doom malison and conjure insects (level 3 version) ashedeena : free action buffs chaotic command, sword spiders summons, globe of blades + malison...1 or 2 reloads to get it straight...party can die pretty fast with specific protections removed, positionning had to be carefully planned out and globe of blades maximized (party : necro : lvl 12 78hp AC 0 quarterstaff +2 sling +1 staff-spear +2 proficiencies : *quarterstaff *sling *dart stats : most powerful vainquished : Unseeing Eye total kills : 8 % ranger/cleric : lvl 7/11 137hp AC -11 club +3 sling +1 barok's fist +2 shield of harmony +2 proficiencies : **club **mace **sling **flail **warhammer **two weapon style stats : most powerful vainquished : Chaos total kills : 19 % valygar : lvl 11 105 hp AC -8 family blade +2 mainhand nature club+1 offhand proficiencies : **katana **club *longbow *axe ***two weapon style stats : most powerful vainquished : Mencar Pebblecrusher total kills : 14 % barbarian : lvl 11 hp 171 AC -5 lilarcor+3 quarterstaff +2 spear of kuldahar+3 composite bow proficiencies : **twohandedsword **quarterstaff **two handed weapon style *spear stats : most powerful vainquished : Pai'na total kills : 22 % riskbreaker : lvl 11 hp 136 AC 0 short sword of backstabbing +3 mainhand namarra+2 offhand arbane's sword+2 ilbratha+1 proficiencies : **long sword **short sword **two weapon style *flail stats : most powerful vainquished : Ghost Spider total kills : 22 % cernd : lvl 12 hp 66 AC 5 staff of araundel+3 sling proficiencies : *quarterstaff *scimitar *dagger *sling *two handed weapon style stats : most powerful vainquished : Minotaur total kills : 11 % ) bodhi's hideout tanova : endure her, summons and buffs, then killed her with ranger/cleric (fought with exhausted party, so was not a walk in the park) Slavers or De'arnise ? I need a staff +3 for dearnise...Decided to go with : slavers : ranger cleric globe of blades and evil smite charges cleric and the mass of soldiers nearby, necro breaches cleric and fireballs on his ranger cleric ally (protected from fire), cernd flame arrow on captain, fighters on captain + doom and valhalla warrior/kittix, malison on mage + emotion, multiple instances of true seeing to counter assassins (was really tough for riskbreaker, had to move a lot and let those assassins get revealed, cause backstab way too dangerous on insane) buy martial staff +3 for barbarian (could have been a little mistake...it was for gem golem and all the blunt weapons opponents prespellhold, but I could have found rynn on trademeet's crypt guardian later on before spellhold, which didn't happen) kangaxx's minotaurs : web doom and missile weapons dearnise keep yuan ti : haste true sight protection from electricity secret word lower resistance malison emotion command breach (chaotic commands on everyone) skeletons as summons library : improved haste true sight chaotic commands and summons from items (joloon kythix berseker) doom (dit it after yuan ti without resting) glaicas : tackle him with haste breach and dual fire shield tanking(remove magic for his magic shield potion) and 5 fire elementals keep viper : improved haste doom good tanking 5 fire elementals and conjure insects torgal : OUCH...enchanted mace +3 everyone has crushing +3 except necro plan was to breach torgal attack with improved haste and 5 fire elementals with usual buffs chaotic command etc necro and cernd go near gem golem for tanking, valygar and ranger cleric doom on giant trolls, focus torgal then giant trolls then gem golem...there was a huge problem and it costed many reloads (more than 4) because I was stubborn. I remember from core rules that sometimes, torgal will cast his spells and be impossible to interrupt...dunno if this was terrible luck or has anything to do with insane, or maybe damage divided by 2 helped me, but anyway torgal just kept forcing his spells like 80% of the time...I kept fighting getting hit by dispel magic, storm of vengeance...but I just couldn't win, storm of vengeance is way too much pressure on insane. winning strat : so I decided to change order of kills...instead of the usual torgal-giant trolls-gem golem it was gem golem-giant troll-torgal and I made sure to get torgal's spells with only 1 character always...cause no matter how hard an amount of punishment he received, including larloch's minor drain, his spells would land without interruption. Even conjure insects' chance of miscast didn't help much, so I really had to retreat the character targetted by his spell. Was won first try with that new style. funny thing is torgal had always been so easy in every walkthrough I had done in the past lol shadow jailer : I love to go in ruined temple at this stage of the game because I prefer to fight 2 ambushes of skeleton lords/greater mummies/bone golem without a lich. ( It wasn't our of fear, it's just that I have the opportunity to fight 3 similar liches with kangaxx's quest so it's pretty much the same thing everytime (fight against kangaxx will detail how liches should be dealt with prespellhold)) Anyway back to shadow jailor, used enchanted mace +3 chaotic commands and dual fire shield tanking with skins, mirror images, good positionning and 5 fire elementals forge : ring +2, 2x cloak +2, morning star +3 rest of shadow temple : good preparation and position (free actions in spellbook to use during battle if need be, no need to overbuff really) borinall/amber golem : protection from lightning on everyone (even the 5 fire elementals), true sight, enchanted long sword + 3, proper tanking lower resistance doom malison and minor sequencer 2x glitterdust, mass cure and improved haste (focus borinall, rune assassins, amber golem) made sure golem would only attack skins and made sure not to allow my lightning resistances to go too low (risk breaker can get pretty enthusiast in fights vs golems with crit combos and kill himself fast on such an amber monster, remember 2x damage) belm : improved haste globe of blades malison emotion greater command chaotic commands free action, no trouble here, party was quite stronger than vs ashedeena firkraag dungeon entrance (used greater command on hobgoblins...chieftain diddag fell to it lol, he didn't show up afterwards alongside tazok which is fine (otherwise 2x the loot)...made the fight vs tazok easier but let's be honest it is by no means a hard fight anyway..so I didn't reload after that incident) mist swarms : ranger cleric and barbarian attack with skeletons, improved haste and buffs with malison + globe of blades combo, no trouble rakshasha conjurer : quite tricky and long real life to play...didn't reload but really felt like I could have reloaded several times..used protection from fire (duh), fire elementals and lots of other summons (he's a formidable physical fighter and id rather have him slice open a sword spider than hit one of my frail party members(especially frail with insane)) he casts fast and the scenario of remove magic as you charge him and kobolt kamikazees deciding to appear at that specific moment is hard to predict (would have been cataclysmic) he fell to a desperate charge (all in) because my ressources were depleting really fast...he hit really hard a few party members, was close dungeon golem ambushes : fire elementals good tanking/positionning(by good I mean flawless of course...can't afford to get hit) improved haste vampires : ranger cleric and barbarian improved haste globe of blades malison tazok : charge kill profit leave maze and conster alone forge : cloak +2 pirate hideout : 2 reloads to get it right (buffing sequence wasn't changed...it was just a little hard to execute because I didn't use iron skin and you can't pre-summon your summons) so as I said don't use iron skin on ranger/cleric neither with cernd go full buffs with protec lightning/fire, dont use protection from magical energy (3 instances in spell book) yet..they are to be used during fight and for the final stage (murdering the mage) focus pirates dispel magic from cernd malison from necro...had spell immunity abjuration and a death ward in reserve (I prefer to cast it as a live counter to the coordinator's choice because cernd can cast it quite fast) one instance of true sight for the end one breach spell for the pirate captain(a few scrolls if need be) one breach for coordinator, 3 spell immunity summons = skeletons during battle, items, contengency protec fire, doom on pirates/leader, focus the pirate leader and breach at the right timing to maximize damage output and get rid of him ASAP, keep spirit armor OR chaotic commands active on valygar at all times to make sure he can use mental equilibrium (he has to stay clean...otherwise youre kind of counter productive with a protector) one instance of death spell some healing spells what actually happened : had to focus minor pirates first and emotion them, then pirate captain then coordinator, we make sure coordinator casts death spell first (on kithix), joloon gets summoned fast and charges the coordinator right away to pressure him in melee and have him cast a melee protection spell (I constantly kept the menace of a physical rush active on him to make sure he uses lots of spells other than abi dalzim(abi dalzim = good game we're done)) coordinator died in a funny way...sometimes a character (player or ennemy) casts a spell impossible to interrupt (like torgal, but this really rarely happens, like one time out of 20 or even more)...pirate coordinator cast a finger of death impossible to interrupt on malison'ed necromancer without death ward and aura not cleansed on cernd...only way to interrupt such a spell is with death itself, and barbarian scored a might blow on the coordinator right before finger of death was finished casting ![]() we used some missile weapons from afar to help a little with critical hits (darts) to soften some skins (we only had one character with protectio from magical energy left...the 2 other instances had been dispelled, but now coordinator had no remove magic) forge : cernd's cloak Now what to do ?Planar sphere, warden, conster or shade lord ? can do sewer party and firkraag's maze guardians/tomb mist founderoftrademeet for xp...only conster and warden give ruby rays (have 3 from mencar and 1 from spot near mazzy), so logically my usual core difficulty order is to go warden then conster then planar sphere then shade lord...warden gives ruby rays and allow me to forge phosphorus right away, but im truly affraid of insane warden... I go for founder of trademeet : contengency haste, contengency stoneskin, chaotic commands, iron skin, mental equilibrium, blunt weapons and joloon, needed good positionning and waited this long to fight him because of his globe of blades...I needed decent saves to avoid bazillions of slashing damage points so it was a good timing to kill him Unfortunately, no staff of rynn... I really wished I had found it, cause I don't want to forge staff of strenght pre spellhold, I much prefer to use those 2 last permanency scrolls for the necro amulet and a pair of boots of speed...so I will have to think about all of that later Now firkraag maze guardians : immunity to fire, proper tanking and improved haste attack with fire elementals, rince and repeat 6 times tomb mist : chaotic commands improved haste, healing, instances of true sight (multiple), oracle, mental equilibrium and go hunting ! track him down ![]() warriors just got level 13 (very good level) (party : necro : lvl 13 79hp AC 0 quarterstaff +2 sling +2 proficiencies : *quarterstaff *sling *dart stats : most powerful vainquished : Unseeing Eye total kills : 8 % ranger/cleric : lvl 7/13 141hp AC -15 morning star + 3 sling + 3(arla) barok's fist +2 shield of harmony +2 proficiencies : **club **mace **sling **flail **warhammer ***two weapon style stats : most powerful vainquished : Chaos total kills : 24 % valygar : lvl 12 108 hp AC -10 frostreaver +3 mainhand club +3 offhand mana bow + 3/tansheron bow +3 proficiencies : **katana **club *longbow **axe ***two weapon style stats : most powerful vainquished : Gem golem total kills : 15 % barbarian : lvl 13 hp 177 AC -9 lilarcor+3 martial staff + 3 spear of kuldahar+3 heart seeker + 3 proficiencies : **twohandedsword **quarterstaff **two handed weapon style **spear stats : most powerful vainquished : Amber Golem total kills : 22 % riskbreaker : lvl 13 hp 143 AC -2 flail of ages +3 mainhand belm + 2 offhand arbane's sword+2 ilbratha+1 proficiencies : **long sword **short sword **two weapon style **flail stats : most powerful vainquished : Torgal total kills : 20 % cernd : lvl 13 hp 68 AC -1 staff of araundel+3 proficiencies : *quarterstaff *scimitar *dagger *sling *two handed weapon style stats : most powerful vainquished : Gem golem total kills : 8 % ) sewer party : (gaius has no chain contengency) we go with typical buffs and fire elementals. We used dispel magic from cernd and ranger cleric, ruby ray on gaius from necro (scroll, but worth it in order to kill gaius faster and loot more scrolls of improved mantle), malison, silence from ranger cleric, emotion, then secret word + emotion + greater command + doom from valygar on gaius Even tarnor fell to emotion ![]() elite bounty hunter : need to endure her cause only 3 ruby rays(really much needed for warden) we didnt use summons (wanted her death spell scrolls), we used skins and good AC from ranger cleric, breach her as soon as her spell immunity is off rest of prison : the 2 yuanti mages with greater yuantis and minotaur and some thralls must not be understimated...especially on insane. I used crowd control tactics with missile weapons : cloud kill, acid fog, emotion, greater command, smite evil, chain lightning, slow, web, glitterdust, etc ![]() warden : OUUUUUUUUUUUUUUUUUUUUUUCH.... I of course made sure to face the entire party...warden AND 2 yuan ti mages and 2 greater yuantis and minotaur. (it is possible not to get next to warden from the right side, hence preventing yuantis from spawning, but I wanted to fight like intended) Fact is I just didn't have the brute strenght required to face those guys...I didnt use iron skin on ranger cleric or cernd. I went full buffs with death ward active on necro (chain contengecy 3x finger of death), chaotic commands on valygar, full arsenal on ranger cleric with freection as well and even protection from acid. Ranger cleric was chosen to charge warden in melee and remain stuck with her to prevent the armada of dogs. In order to actually tackle that lot of powerful opponents, we used a lot of crowd control including many instances of entangle from valygar ranger cleric and cernd(by the way the save is supposed to be made at +3, but party members and even ennemies failed it a lot even without malison, so maybe there is something weird with that spell currently) used cloud kills and acid fogs, had an emergency zone of sweet air to charge warden at the right moment. Only ranger cleric with buffing arsenal was in that chaotic mess of clouds, plants, web, etc. I didn't use stoneskin on necro either (reason is that stone skin or iron skin is just a reason for ennemy mages to use breach...but breach dispels protections from fire/lightning etc, which is bad news). However, I kept an emergency stone skin/iron skin in everyone's spell book in order to force a breach (instead of a very nasty spell) or simply as a survival emergency to It actually took only one reload to win this fight, but I meant my OUUUUUUUUUUUUUUUUUUUUUUUCH. First time ranger cleric wasnt close enough to warden, she used lasso, good bye. Second time : warden was killed in a very heroic way in a pretty desperate situation. I don't recall everything from this situation, but its the kind of situation extremly crucial in which opponents could kill a lot of your guys in many different ways. For example, necro was casting breach despite having 19 hp and no death ward (say hi to power word kill). But I really really had to take her down...Even worse, warden had cast remove magic on ranger cleric...had to dispel those clouds asap thanks to cernd's fast casting speed, otherwise ranger cleric would have died to acid and poison damage (x2) A breach and good blows finished warden...then I was faced with obvious truth, there was absolutely no way I was gonna be able to face the rest (including 2-3 surviving dogs(warden summoned very limited amount of dogs, which was my plan)) so even if I dislike that, I was forced to execute a martial retreat. Not a panic mode lets all get out whoever survives survives. I planned the retreat carefully because I still had to make the most out of my buffs and some control spells that were still going on in the area. If I had retreated in a chicken way, my powerful buffs would not have lasted enough to kill everything. It's important to keep in mind that in insane I just can't let a greater yuanti hitting somoene without skins, thats way too much damage. So we retreaded while making the most out of our powers, many potions were chugued, when the last yuanti mage fell, 2 casters had zero spell in their spellbooks and necro had only identify left. That was really quite a fight ! Good memories forever with that one haha. Special thanks to mental equilibrium as well. I'm really happy with the party I chose. In spellhold I still cannot think of a party that would have been better overall since the beginning. forge : morning star +3, phosphorus conster : 5 fire elementals, buffs, rangercleric and cernd position themselves not to get breached (they do use iron skin here), 18/100 str for valygar (strenght spell), improved haste, no protection from magical energy here...the plan is to kill him really fast and furious style under insects effect. I had one raise dead spell memorized just in case things got desperate(being forced to eat the triple abidalzims for exemple) free action on necro and cernd (power word stun no thx) no spell immunity on necro (greedy for ruby ray scrolls ![]() fight goes : greater malison on conster, summon insects from cernd and ranger/cleric...unfortunately it was hard to land an insect spell...usually he saves approximately 50% of times but this time he decided to save 4 in a row, necro was debuffing him with ruby ray. (A little problem here, possibly needing to get fixed : I've encountered that in every v6 run. The first legal breach that lands on conster (by legal I mean no SI:abjuration) does NOT remove his stoneskin...but it does remove everything else it should remove.) so eventually we breach but have to peel through his stoneskin, meanwhile first and second waves had been killed by rest of party and elementals, but when that breach landed we had to focus on conster. He cast another melee immunity spell, another breach, we really had to kill him, third wave spawned and started hacking and slashing their way to party, but I wanted conster dead. Eventually he fell (under insects he had no other behaviour than refreshing melee immunity, I suspect it hindered his abi dalzims from firing because he remained badly injured and worse for quite some time (at least enough to fire it with little delay). conster dead, third wave was pretty hard because party's initial momentum + summons weren't quite the same they used to be at the beginning. Eventually party members positionned themselves, ranger cleric had 2 more ironskins, so victory was easy. Still have to be extremly careful with the 3 other fights, even the great barbarian can go down extremly fast when attacked by skeleton lords. I now have 8 ruby rays of reversal and 2 absolute immunity scrolls forge : ring +2 planar sphere halfing party : fire elementals buffs go with malison emotion insects (invisibility potion saved valygar from that furious halfing archer, with only 3 arrows valygar was forced to quaff that potion he could not even retreat fast enough under haste) cleric level 14 ! rest of the level valygar level 13 ! lavok : buffs except protection from magical energy, globe of invulnerability + si:abjuration, ruby rays on lavok (needed 5) rest take care of golem + lords, we had 5 fire elementals. We sent one fire elemental right away on lavok to make sure he uses a melee immunity spell (and would keep getting threatened of a quick throat slit) gem golem hits riskbreaker for 100 damage (that wasn't a critical hit, anyway I have ioun stone) riskbreaker took care of breached lavok with protection from magical energy and his risk breaker improved haste, assisted with fire elemetnals anecdote : against shadow jailor risk breaker didnt have ioun stone yet...he got hit by one skeleton lord, other skeleton lord simulteanously scored a critical hit on him and he got chunked violently. It's important to be as focused as possible during those fights, very few mistakes allowed. demon plane : at this stage I know my party proved in many fights that it could take this fight easily (well still with a lot of focus, but easily in relative terms) so I decided to try something new with that battle. I sent necro alone with si:abjuration, haste, stonesking, dual fireshield, free action and used protection from magical weapons. The demon uses normal attacks so he pierces through the skin which has to be renewed. Eventually he casts silence, but by then lords are either badly injured or injured, so rest of party comes in lightly buffed and kill everything easily ![]() necro level 14, fighters level 14 ! tolgerias : won't go for the kamikaze normal weapons rush attack...anyway I have level 14 necromancer. buffs, death ward on necro ( 3x fingers), ranger cleric uses creeping doom, 5 fire elementals, tolgerias magic resistance on creeping doom, other mage is affected though no real difficulty here fire and cold rooms : efreeti down to malison + emotion (he's not hard but if you understimate him too much he can become a nuisance and I decided to take no fight for granted) engine room : took the secure way...one golem party at a time, improved haste on fighters, free action/remove fear on everyone, perfect positionning, hit those golems, repeat, repeat, loot and finish quest forge : ring + 2 (party : necro : lvl 14 85hp AC -1 quarterstaff +2 sling +2 proficiencies : *quarterstaff *sling *dart stats : most powerful vainquished : Unseeing Eye total kills : 7 % ranger/cleric : lvl 7/14 143hp AC -15 flail of ages + 3 sling + 3(arla) barok's fist +2 shield of harmony +2 proficiencies : **club **mace **sling **flail **warhammer ***two weapon style stats : most powerful vainquished : Chaos total kills : 24 % valygar : lvl 13 111 hp AC -12 frostreaver +3 mainhand club +3 offhand mana bow + 3/tansheron bow +3 proficiencies : **katana **club *longbow **axe ***two weapon style stats : most powerful vainquished : Gem golem total kills : 14 % barbarian : lvl 14 hp 180 AC -9 lilarcor+3 martial staff + 3 spear of kuldahar+3 heart seeker + 3 air elemental staff +2 proficiencies : **twohandedsword **quarterstaff **two handed weapon style **spear stats : most powerful vainquished : Amber Golem total kills : 23 % riskbreaker : lvl 14 hp 146 AC -2 phosphorus +4/short sword of backstabing/adjatha the drinker+2/ilbratha +1 mainhand belm + 2 offhand proficiencies : **long sword **short sword **two weapon style **flail stats : most powerful vainquished : Torgal total kills : 23 % cernd : lvl 13 hp 68 AC -1 staff of araundel+3 staff of fire +2 proficiencies : *quarterstaff *scimitar *dagger *sling *two handed weapon style stats : most powerful vainquished : Gem golem total kills : 7 % ) party 1,83 million XP (still haven't touched any stronghold) shade lord : pondered wether to go melee or spells...this guy has relatively weak followers (conster for example has more melee power siding with him) but he himself is a good fighter and his aura inflicts magic damage (double in this case) plus 3x abi dalzims...no pre-casted summons... decided to go with spells (that worked wonderfully) we summon stuff as we enter, necro begins ruby rays of reversal, secret word, lower resistance, breach etc, we make sure shade lord is kept pressured in melee, we get rid of all the followers and eventually split valygar cernd necro and ranger cleric from afar, using call lightning after call lightning, necro sequencer 3x lightning bolt shade lord died really fast(call lightning hits him so hard under greater malison) and clean, no abi dalzims fired, he was busy fighting summons, riskbreaker and barbarian had just retreated before the badly injured status That was a particulary stormy night in the umar hills. hard nut to crack : maximum melee buffing +5 fire elementals, get the cowled wizards warning here ranger/cleric now 7/15 ! slaughter two kangaxx pieces liches (details of vs lich will be found in incoming kangaxx fight) screaming statue : first wave : 5 skeleton warriors with haste, ranger cleric no haste second wave : 5 skeletons warriors with haste, ranger cleric and barbarian with haste heal skeleton warriors and barbarian improved haste on all fighters, although riskbreaker and valygay dont join the fray, they are only to act out of despair, globes of blades righteous might and SUNRAY!, sequencer malison confusion slow, barb uses aim from heartseeker and focuses master vampire with ranger cleric, skeleton warriors fight mists no real trouble here (I know this fight can be done much sooner...but I really see no reason not to wait for skeleton warriors, the xp reward is not huge and the permanency scroll doesn't hasten forging phosphorus at all shadow dragon : no stoneskin on necro (need death ward and stoneskin = pretext to breach), protection from acid on everyone, cernd mirror image stoneskin negative plane protection tanking, lots of zones of sweet air, restoration, greater restoration, cure blindness, for mandatory rushes after a breath, didn't use spellstrike because of silence on necro anyway, so didnt memorize breaches either (only 1 instance, rest was protection from acid...cernd uses 5th level spots for other stuff) was pretty challenging and cool..that wing buffet hits for like 34 damage instead of 17, which is a lot on the frail valygar shadow dragon used heal twice, he eventually fell to an heroic killing blow from barbarian(just like against the pirate coordinator) as the party really wasn't in good shape anymore to tackle the improved hasted wyrm Now should I forge staff of strenght or necro amulet + boots of speed ? Staff of strenght means another +4 weapon (since no rynn), making kangaxx manageable (barbarian rage, pouding with the staff, no stress here) and making other fights like troll mound or teshal possible as well problem is if I dont forge the amulet I might have some trouble against firkraag post spellhold, because I definitely want to kill him before kruin (I want to gather all the xp I can before taking on kruin, which I predict will be very hard to kill) I decided that troll mound and teshal werent worth the trouble anyway. Without forging anything I went for paladin stronghold. mage in umar inn : Must be taken entirely seriously. Didn't pull a Firebead Elvenhair on that mage (you can still exit the building during the fight, which wasn't blocked most likely because this fight is not intended at all to be important). Still had to play my best just to make sure everything went well...really can't afford chain lightnings, abi dalzims...let's not even mention dragonbreath/comet. Some stronhold stuff to get more xp (could have been done much before but I'm never quite sure how much xp ill have at that point, so I use that to adjust) fighters level 15 (very good level) forge : amulet of hades, boots of speed no more gold for now, so be it ! kangaxx : That was awful...really awful...and it had nothing to do with insane difficulty. I'm refering to the demi lich part. Let's first take a look on how to deal with non grave liches in general prespellhold. We use buffs but no protection from magical energy yet, we distract her with illusions, melee pressure, SI:abjuration, death ward, summons and since they have many protections from magical weapons spells, cernd always have a few chain lightnings in order to interrupt abi dalzim spells or a weird alteration spell that doesnt seem to be ruby ray (time stop most likely, no thanks) be careful to remove the lich's illusion before interrupting with chain lightning, cause illusion might stop it Ok now the demi lich part...oh my god. For kangaxx, had to use ring of the ram to propel him northwards. That took more than 10 reloads and the very sad thing is that every reload took at least 45 minutes to play. That was so stupid of me lol. But many would die for the One Ring. Problem was only riskbreaker and ranger cleric had affinity with flails...but that demi lich is pretty well scripted and really hostile to such fighters. She uses remove magic every 3 rounds(sometimes more, but minimum 3 rounds) so I had to retreat out of her sight everytime she was casting her third spell...throwing phosphorus at another character to try damaging her..barbarian despite having no flail proficiencies could hit her a little sometimes...that was really a huge micro management lots of movements In the winning attempt of this nightmare, cernd and valygar were imprisonned (bioware npcs are not a hassle to get back into the party), necro heroicly (luckily) survives an abi dalzim with 20% magic damage resistance from amulet of hades and a succesfful save vs spells Finally riskbreaker scores the death blow as demi lich is almost done casting remove magic on him (at that point in the fight had no other option than continue hitting her hoping for the best). I had of course tons of death wards with wondrous recall and 2 divine casters...but the problem was the improved haste spells, which were limited, and demi lich's regeneration etc, plus her other spells are not exactly what we could call friendly (having -50 fire resistance on insane does not feel comfortable) Boots of speed helped quite a lot here and will be a wonder to have in spellhold as usual. Ranger-cleric puts the One Ring on his finger with a dark look in his eyes. samia's party : the last battle before spellhold, and truly a fantastic one. I really wanted to do that fight because it's just too awesome prespellhold and a little too easy after spellhold. Fought at the intended spot (near the 2 dragon items, not where you initially encounter samia by telling her you changed your mind). So basically in that spot your party is trapped like a bunch of rats, with 3 warlords spawning from behind and samia's party occupying the only exit room. As in many battles of improved anvil, even on insane difficulty, it is in your interest to stand your ground and fight well instead of panicking and fleeing in a very grotesque (if not pathetic) way throughout samia's party, trying to find sanctuary in other rooms, but doing that only give samia's party free rounds to cast stuff, your buffs will expire, and skeleton warlords do not care at all. It will actually be a lot worse, because you will be fighting warlods on the front with samia's party behind hurling spells at you. So no, the only way is to hold your ground and fight properly. Preparation : buffs, 5 skeleton warriors in your back, no improved haste, necro's level 6 picks are protection from magic energy, globe of invulnerabilty and protection from magical weapons strategy : necro stands in the doorway, followed in a straight line (all with line of sight in the samia room) by ranger cleric, cerd, valygar. risk breaker and barbarian will fight the 3 warlods with meticulous positionning and the 5 skeleton warriors, joined pretty quickly by valygar (meticulous positionning as well) and ranger-cleric (he tries to absorb hits and was superb in the whole fight thanks to armor class...more details on this after this battle's report) necro activates PFMW before looting the dragon items, so 1 round of PFMW is wasted when samia appears, but that was necessary, time is crucial here (he is under dual fireshield as well). THen they spawn, necro uses remove magic, cernd uses dispel magic, ranger cleric uses creeping doom, valygar uses doom on chak, barbarian barbarian rage, risk breaker improved haste. Second round : necro uses sequencer greater malison + confusion + emotion, cernd uses emotion, ranger cleric uses doom on either samia or fenric, same for valygar, then both join in the fray with warlords. Third round necro casts sequencer in order to cast 3 other spells in 2 rounds (level 7 spell slots serve no other purpose here). He will unleash another greater malison + confusion + emotion. Cernd another emotion, fighters battle the warlords well. Necro blocks the doorway but is advanced too, so kaol is pressured in melee as well. This is important because otherwise you won't have all that time to cast. now what actually happened... first try : That was really well played although I failed my second sequencer (casting it on a nearby ennemy fighter which was somehow trapped in the zone's geography...the 3 spells only hit that guy, not his friends.) I used entangle which was only a nuisance to me, not the ennemies. All opponents died except kaol, legdoril and one skeleton warrior (not warlord), we had everyone alive (we had to raise riskbreaker during the battle and have him heal securely near the treasure spot because he got one-shot-K.O by fenric ironblade backstab from invisible potion (156 damage !, not a critical hit) Unfortunately, an armageddon comet landed on windspear hills and the forgotten realms would suffer from nuclear winter for the years to come... (in other words, kaol cast comet on ranger/cleric and valygar, valygar 127 fire resist, ranger cleric 25 from dragon shield. Only viable options were potion of icedust, but valygar andranger cleric aura not cleansed, same for nearby characters except necro which was in the samia party room...tried to run and use it through the doorway, but the geography of the zone blocked the potion and ranger cleric got violently chunked despite being at full hp with 25% resistance) second try : this time, no waste of time with entangle or other non sense. Chak down to emotion and insects, akae kills himself on dual fire shield necro (he is a very enthusiastic fighter) when necro's PFMW runs out after firing his second sequencer, he lets fenric ironblade in our room, then take position on the door again to prevent samia from joining him (she doesnt have enough attacks per round to be a threat to stoneskin in a round) fenric ironblade says It's a trap ! quaffs invisibility potion and hits the pious valygar for 110 damage (valygar had 114 hp, we can say thanks to armor of faith for saving him). Valygar backs instantly quaffs a superior healing potion and backs off, fenric gets murdered, necro keeps SI active despite kaol's attempts, necro lets samia in then goes out side to fire melf's minute meteors on unconscious chak (his iron skin had been destroyed by the creeping doom), then necro gets in our room again and something unexpected happens..despite all his buffs a very simple and lucky hold person from legdoril paralyzes necro ! under si:abjuration its impossible to use mental equilibrium, this means trouble... and now...something really funny happened (and to be fair I think I deserved it) kaol decided to step in on the doorway and block the door just like my necro did...he stood there until the very end of the fight. That was funny irony...he really took his revenge there. Fortunately barbarian and risk breaker were on the other side (samia party room) killing legdoril. The fight became extremly dangerous at that point...we were stuck in the treasure room with samia in pretty good health and kaol had debuffed paralyzed necro, then used breach...as soon as he used breach valygar used mental equilibrium to remove paralzysis then necro casts protection from fire on himself, we try to leave the room like chickens but kaol reminds us that this is a fight to the death...he just blocked that doorway perfectly and was determined not to move a simple inch. Kaol casts remove magic on valygar, valygar rangercleric necro and cernd all get dispelled...ouch ! (samia is fighting the skeleton warriors which were all still alive) we get protection from lightning back from the 2 divine casters and protection from fire from valygar and necro (valygar resist fire/cold) then kaol remove magic again...we know he doesn't care about his own life and is ready to collapse the entire dungeon with a comet and bury us all new lightning/fire protec, ranger cleric vulnerable to fire, but necro had kept his aura cleansed (no protec fire on him anymore anyway) and used potion of icedust... comet propels the 4 party members on samia which was force moved (was pretty funny...its like we actually collided with her) we used that opportunity and samia surround to kill her(her hardiness was no more active) new buffs still (lightning/fire) ranger cleric uses iron skin, which kaol breaches (fieeew) samia dies ! risk breaker in the other room (oh by the way mountain bears were pressuring kaol, but he really didnt care about them, his eyes were injected with pyromaniac intents) so as I was saying risk breaker in the other room used ilbratha for mirror image...kaol uses true seeing, he attacks kaol, kaol removes magic on riskbreaker (the 4 stuck party members kept casting/drinking to get resists against dreaded fire/lightning). Riskbreaker retreats barbarian takes over drinking an oil of speed...kaol breaches on cernd ranger cleric uses woundrous recall for 2x protection from lightning (remember, 3x chain lightning would chunk us permanently), he buffs himself and valygar, necro uses protection from magical energy on ranger cleric, ranger cleric makes sure to crawl on the wall (no line of sight with kaol, which was like at the door's level, not the wall. ranger cleric boots of speed, draw upon holy might, preparing for glory. kaol greater malison on barbarian, slow on barbarian (we are waiting for his last absolute immunity to end... kaol being abi dalzim on barbarian (oh my god) necro runs quickly and casts larloch's minor drain (amulet of hades) on kaol, spell casting failed ! yay ! (although I still had that raise dead spell to get barbarian back, but it was time to charge, not to cast a raise dead during a whole round) ranger cleric charges kaol with flail of ages, kaol casts chaos on ranger cleric (kaol still had stoneskin, but necro was casting breach), chaos is saved (had another mental equilibrium in case), kaol uses power word silence on ranger cleric...it seems he is out of options ! kaol goes down, no casualties, fantastic ! On the loot : VECNA !!!!!!!!!!!!!!!!!!!!!! I was pretty sad when I found out trademeet crypt had no rynn...but this vecna is going to be awesome. In fact, the only decisive advantage it will provide me over finding it in the illithid sewer lair is against kruin. That will help a lot. Now I'm happy too because it means I will have memory of the apprenti for twisted rune (not wanting to face groups of twisted golems...) by the way...I realized afterwards that I had ring of the ram...so when kaol blocked the door maybe I could have knocked him away (although the ring usually doesn't work against humanoid mages...dunno why, for example it didnt work on perl the adept) went to castle dearnise take gold in library and tell Lord Roenall to bring it on. clear inventory, sell maximum stuff won't forge cernd's improved circlet because I found vecna and want the fastest memory, and I won't forge his potion either because I have ranger cleric for creeping doom forge : ring + 2, ring +2, ring + 2 12562 gold left 2084789 xp on necro (party : necro : lvl 14 95hp AC -5 martial staff +3 sling +2 proficiencies : *quarterstaff *sling *dart stats : most powerful vainquished : Unseeing Eye total kills : 7 % ranger/cleric : lvl 7/15 145hp AC -17 flail of ages + 3 sling + 3(arla) barok's fist +2 shield of harmony +2 or saving grace +3 proficiencies : **club **mace **sling **flail **warhammer ***two weapon style stats : most powerful vainquished : Chaos total kills : 24 % valygar : lvl 14 114 hp AC -12 frostreaver +3 mainhand club +3 offhand mana bow + 3/tansheron bow +3 familyblade+2 nature club proficiencies : **katana **club *longbow **axe ***two weapon style stats : most powerful vainquished : Prime assassinator total kills : 14 % barbarian : lvl 15 hp 183 AC -11 lilarcor+3 martial staff + 3 spear of kuldahar+3 heart seeker + 3 air elemental staff +2 proficiencies : **twohandedsword **quarterstaff **two handed weapon style **spear *halberd stats : most powerful vainquished : Shadow dragon total kills : 22 % riskbreaker : lvl 15 hp 149 AC -4 phosphorus +4/short sword of backstabing+3/adjatha the drinker+2/ilbratha +1/sword of dragon+2 mainhand belm + 2 offhand proficiencies : **long sword **short sword **two weapon style ***flail stats : most powerful vainquished : kangaxx the demilich total kills : 24 % cernd : lvl 13 hp 68 AC 0 staff of araundel+3 staff of fire +2 proficiencies : *quarterstaff *scimitar *dagger *sling *two handed weapon style stats : most powerful vainquished : Gem golem total kills : 6 % ) SET SAIL !!!!!!!!!!!!!!!!!!!!!!! vampires in brynlaw insane dwarf : haste good positioning, no damage taken, he got overwhelemd ginia tale perl the adept : ruby ray, buffs, ring of ram didnt work but at least interrupted spellcasting, creeping doom (which he resists), he died in a rush attack without triggering his 3x abi dalzim galvena festhall : same scenario than perl the adept, except 5 skeleton warriors, and being extra careful with the zone's physical layout clear outside of asylum get admitted with high charisma a bad dream level 1 of spellhold golem/rukh ambush : prepare to the max, zone of sweet air, tank with skins and attack from proper angles, everyone was placed meticulously and it went very well book on second level : no details here...at this stage with such an advanced party it's easy soft spawns of level 2 Now my saved game is before entering the room in front of the library. I must say I am extremly glad to have made it that far without much trouble. (kangaxx was just dumb...next time I will just skip it or forge staff of strenght if no rynn, or have a berseker or barbarian with phosphorus, cause killing him that way was just too dumb) The big heroes of this party as of now have been notably ranger/cleric and cernd, as predicted. Those 5 fire elementals were a tremendous asset in many important battles early on. I feel pretty confident for the future of this run, and it for sure is an exciting one ! I can see amber golems/kobolts being relatively easy thanks notably to creeping doom. Just have to play it cool...amber golems don't reproduce, so no need to hurry that much in killing them. We have skins after all. I would conclude this first draft with little thoughts on armor class....I used to think (pretty much all of us thought that at some point in baldur's gate) that armor class gets pretty much irrelevant later on in the game (and pretty early in improved anvil against certain opponents). But that is really false. I know it can be hard to believe this when you get into the fight with -26 armor class and first thing that happens is skeleton warlord hits 18 : hit 58 damage but you have to view this by a statistical perspective... if opponent has such a tach0 that he will hit you on 11-20, in that fight vs that particular opponent while tanking him on several hits/time your ac acts pretty much like a 50% physical resistance. This gets a little less satisfying with ridiculous amounts of damage per hit, but yet the idea still stands. But not only that...high armor class can be paired with other means of defense...such as iron skin for example. Now if your opponents hits 1 time out of two, it means your iron skin lasts twice longer. This makes a huge difference. In my battle vs samia's party, ranger cleric had -24 armor class vs warlords (-21, -3 with golden girdle)...that actually means something, especially with protection from evil and defensive harmony, which mean -27 AC. Combine that with iron skin and those dangerous warlords will actually struggle. Just my 2 cens on AC and improved anvil. I don't know how fast this run will continue, but I guess that's enough to read for a while. Thanks for reading and have fun with baldur's gate ! |
|
|
![]() |
![]()
Post
#2
|
|
![]() Forum Member Tactical reputation: 1 Posts: 215 Joined: 4-August 08 ![]() |
UPDATE
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ CAREFUL\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Reminder : As usual this thread is not intended to be read (at all) by somoene who is new to the mod and willing to experience this great mod to the maximum for the first times. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ So we left our party in a pretty good condition in the forest of tethyr. Their high wisdom (metagaming) instincts paid off once again as they managed to ambush kruin who himself tried to ambush them from the limbo. Kruin : Strategy here was clear. We want the elemental golems to go down as soon as possible we don't feel comfortable enough to attempt a rather cheesy rush on kruin (he is under hardiness anyway, so that would not even work anyway at this stage) I used chain contengency from limited wish for 3x elite trolls on ennemy sighted. We opened with planetar and smilodon. level 7 divine spell picks for cernd : 3x creeping doom 1x aura cleansing ranger/cleric : 3x creeping doom mage level 9 : improved alacrity, planetar level 8 : 4x protection from energy already used in the prebuffing sequence We have contengency PFMW on ennemy sighted, minor sequencer 2x larloch drain, spell trigger 3x rays of fragmentation and the same for spell sequencer (we want those golems down) Other than that we go all buffs. Necro opens with alacrity, malison on githyankis, then all arsenal of fragmentation rays, vampiric touches + larloch minor drains as well as 2 hands of undoing on the same elemental golem. Cernd opens with aura cleansing and conjointly with ranger/cleric use creeping dooms, then he uses emotions on the githyankis then keeps on using creeping dooms (they can affect elemental golems although rarely, still good damage when it happens...but the goal here is kruin, who is not impervious to magic at all although resistant) As usual, landing creeping doom on the mage is not absolutely vital for the well going of the fight, but it does help tremendously. Fighters attack elemental golems, valygar prepared for golems with giant strenght from necro looks like a riskbreaker Cernd finishes githyankis with call lightnings when not using some heal spell. Necro tanks and refreshes arcane protections while unleashing a few melf minute meteors on unconscious githyankis. Noble trolls are fighting quite well in that melee with golems and kruin. ranger/cleric tanks most hits. as expected kruin unleashes 3x dalzims from injured status to creeping doom. Good thing cernd was too far to be affected and necro (necro and cernd weren't under protection from energy) had some resistance from amulet of hades, girdle of inertial barrier (45% total resistance) and he had 226/226 hp thanks to vampiric touches/larloch drains. He survived at 74 hp, so this still hurts a lot on insane. This means no power word kill, but he still had an instance of spell turning active anyway. We cast other creeping dooms as we want to finish him fast (he just used his spell trigger and we know his hardiness only lasts 10 rounds) One elemental golem dies before gating, other one gates a coin golem then dies. Coin dies, some pesky still standing gish keeps interrupting planetar's heals attempts. When PFMW expired on kruin (fighters kept pounding him because of good cold resistance from protection from energy and a few mass cures from cernd/valygar/ranger/cleric), kruin still biten by insects and focused physically died despite his hardiness still going on. He died quite at the right moment because creeping doom had just expired and his hardiness had just expired too...barbarian hit him for lots of damage in a single powerful blow. We collect the loot, nice scrolls on kruin but a few potions because he drank some while biten by insects. Alas we can't forge in peace yet because somoene is in a very bad mood. We head to keep to defend from lord roenall. Roenall army : We go full buffs under auras cleansed and make sure he uses hardiness as soon as possible because it won't be breachable and his physical hardiness will be 100+. Necro goes with malison, spell trigger 3x chain lightnings, sequencer 3x fireballs under alacrity, then unleashes vampiric touches/larloch drains barrage on gem golem to damage it and prepare for the abi dalzims from the ennemy mage. Cernd goes near said ennemy mage and spams creeping doom under alacrity on a few soldiers (they all failed to affect the mage). Ranger cleric used two instances of globes of blades (level 6 and 7). We didn't bother opening this fight with summons as it should not be really scary at this point. Fighters had protections from energy and we made sure to deal with the 3x dalzims properly. Once roenall was alone we killed him as soon as possible (his hardiness was almost expired). Cernd under alacrity used many mass cures and natural restorals...this saved many lives. I was surprised at the ennemy damage output...I understimated it and summons would have helped. This is a first lesson that hardiness won't do wonders for us on insane. Accepted as a ruler of the keep forever (muahahahaha) and collect all loot. Go back to athkathla without fear (necro walked furiously towards the dock district) forge : adamantite horn of valhalla, shadow dragon armor, wave halberd, memory of the apprenti, indigo ioun stone, improved dragon helm sell a lot of loot, ask some help for bodhi buy fortress shield, 3 potions of defense and 1 potion of regeneration (first potions bought in this run, necessary for improved human flesh) talk with our old squirrel friend forge : fortress shield + 6 Travel to umar hills and begin fabrication of a (virtual) disgusting armor begin everlasting bard stronghold begin improved mage stronghold (merella's part) steam elemental : exploded by improved haste, protections from fire/electricity/energy, had a few mordenkainen swords just in case. Soulreaver and phosphorus were the two weapons that made it. Valygar's eyes are sleepy after the fight but cernd gives him a stern look saying we will sleep elsewhere. Kill a bunch of cowled wizards (this time and the 4 next eventually) : ranger cleric and cernd alternate creeping dooms, making those encounters trivial jewel casket grab human flesh armor, kill associates cowled wizard zallanora : We pre-buff in helm's temple in bridge's district, then we spawn the fight south (not in the clustered alley near the water and twisted rune teleportation door...rather in a wide opened zone west of it) We use all buffs then use an arcane spell outside. We used summons but no pre-summoned ones. Wizards appear, we say hi again to khollynus paac but she seems not to recognize us. Plan was to debuff khollynus quickly with necro and cernd then kill her fast with fighters, then kill other mages around with creeping doom, remove magic on zallanora (for her mirror images) and then kill her in a rushing charge when her absolute immunity (which she casts while we kill khollynus) is expired and she used another spell instead of refreshing it. I had a spell trigger with improved haste and remove magic, a spell sequencer with remove magic and a minor sequencer of 2x larloch drains. Necro unleashed vampiric touches and drains on golems to beef himself up. The fight worked as intended and only one additional wizard was summoned. We throw their corpses into the water...we don't want to get trouble with athkatla's government after all... Go to docks without fear of cowled wizards, meet somoene in a really bad mood (worse than roenall and worse worse than insane dwarf in brynnlaw) limak the mastermind : Just take him seriously. It may be tempting to take this fight lightly since he is one strong caster/fighter without powerful auto-summons, but on insane I took no chance, tanked him with ranger/cleric. Necro and cernd used many summons. We endured him out refreshing buffs often when they were dispelled and eventually we finished him with our best protections (protection from energy/improved haste). Necro had quite a few instances of alacrity to time buffs properly. Our half orc barbarian devours the fresh brain and we scribe chain contengency and bigby's crushing hand. forge : improved human flesh armor needed one more free action scroll for cat figurine unfortunately limited wish quest We report to the order that firkraag is dead and we don't talk to vanya yet. (this gives 35 000 xp that could be wasted if you kill firkraag without being told by the order to kill him in the paladin stronghold questline) We then throw ourselves down into the pit of the faithless once again...We didn't take that taunting zombie lightly when we met him here long ago. undead town : We use buffs (now more than enough arcane buffs with memory of the apprenti) We have contengency PFMW at sight, chain contengency 3x elite trolls at sight, minor sequencer 2x melf acid arrows, sequencer 3x lightning bolts, spell trigger 3x lower magical resistance Necro uses alacrity, breaches teshal, uses spell trigger, another lower resistance, malison, then unleashes sequencers, lightning bolts, melf acid arrows and chromatic orbs in some overkill deflagration then joins Cernd against the lich, attempting to kill it with disrupt undead, abi dalzim and power word kill. Sunfires were used on the minor undeads too. Cernd uses alacrity, ruby rays lich (r/c's active true seeing dispelled the mirror images of the lich), chains a few unleash energy on the lich (quite decent damage). r/c tackles lich's skeletons alone under golden girdle, shield of the archons etc(he targets warlords). 3 other fighters join him, risk breaker carefully focusing grandlords. We use necro and cernd to tank partially as well in this mess. Went very well, we used smilodon and planetar in those alacrity combos. Valygar was prepared for skeletons with giant strenght from necro as usual for this stage, r/c had 2 greater restorations but never used them. Necro used a few vampiric touches for more safety. Natural restoral saved the day twice. Again an opportunity to realize we are never truly safe when facing powerful meleeers. loot : staff of rynn ! barbarian claims it watcher's keep level 1 fanatic spirit(s) : r/c tanks, we attack from afar with + 4 melee weapons. Like skeletons, he has reach as well so sometimes he hits us from afar as well, but they didn't make a habit of it. golems/skeletons pack : mordenkainen swords, planetar, whole party buffed and prepared. We lead them into our room because they don't have active buffs anyway and we want proper positionning here. Free action is used on casters as well as many buffs. We make sure pretty much everyone/everything gets hit, so cernd rains mass cures under alacrity and nothing dies. forge : improved golden cat figurine spider queen : I make sure spider queen will spawn in the center of the room as I want to position my people without some defensive cornered spider queen. Cearnd is aura cleansed whole fight long (4x aura cleansing) to refresh free action and protection from fire, mass cures and natural restorals. He doesn't tank. Necro uses alacrity, disposes of a 3x lower resistance trigger, sequencer 3x melf acid arrows and minor sequencer 2x acid arrows on a ghost spider, then rains many sunfires and is ready to refresh protections from fire as well. He then uses abi dalzims and malisons on the spiders. Ranger cleric fights with dual globes of blades (great with malisons), aura of flaming death and shield of the archons. Other fighters fight of course, riskbreaker and barbarian target the queen with their +4 weapons and valygar was of course prepared for spiders. We used no summons and used improved cat figurine's mass free action right after everyone was buffed with improved haste. R/c had -36 effective armor class against the spider queen ! Oh by the way...guess who scored a 20 on his first hit on ranger/cleric ? Whisper spider you did it again ! (I love them don't worry) Cernd saved the life of both r/c and riskbreaker during the fight. Valygar had nice damage output and usefulness in this fight. finish level 1 of watcher's keep forge : golden spider figurine (party : necro : lvl 20 111hp AC -10 martial staff 3 sling of everard +5 proficiencies : *quarterstaff *sling *dart *dagger stats : most powerful vainquished : Troll Queen total kills : 6 % HLAS order : planetar, improved alacrity, comet ranger/cleric : lvl 7/23 161hp AC -21 flail of ages + 3 sling + 4(avoreen) fortress shield + 6 proficiencies : **club **mace **sling **flail **warhammer ***two weapon style **quarterstaff stats : most powerful vainquished : Firkraag total kills : 20 % HLAS order : foreknowledge, globe of blades, aura of flaming death, valygar : lvl 20 132 hp AC -13 frostreaver +3/club +3 mainhand stonefire +3 offhand nature club proficiencies : **katana **club *longbow **axe ***two weapon style **warhammer stats : most powerful vainquished : Elemental golem total kills : 15 % HLAS order : contact with nature, hardiness, hardiness barbarian : lvl 22 hp 204 AC -9 impaler + 3(awesome) staff of rynn +4 soulreaver + 4 heart seeker + 3 air elemental staff +2 proficiencies : **twohandedsword **quarterstaff **two handed weapon style **spear **halberd *bastard sword stats : most powerful vainquished : Dracolich total kills : 21 % HLAS order : hardiness, hardiness, power attack riskbreaker : lvl 22 hp 172 AC -8 phosphorus +4/short sword of backstabing+3/adjatha the drinker+2/ilbratha +1/sword of dragon+2 mainhand belm + 2 offhand proficiencies : **long sword **short sword **two weapon style *****flail stats : most powerful vainquished : Limak the mastermind total kills : 29 % HLAS order : hardiness, hardiness, power attack cernd : lvl 20 hp 82 AC -3 staff of araundel+3 staff of fire +2 proficiencies : *quarterstaff *scimitar *dagger *sling *two handed weapon style *two weapon style stats : most powerful vainquished : Gem golem total kills : 7 % HLAS order : smilodon, natural restoral, natural restoral, natural restoral, ) go to graveyard get waylaid by rakshashas deal with eminent vampires (with care) go back to underdark exit and kill a few drows back to graveyard, deal with kamir and orphan (lol) first level of bodhi's lair : Decided to have some fun with necro here. Cernd and r/c used shield of the archons, barbarian raged and valygar prepared for vampires. Necro went alone and used malisons, sunfires, comets and fireballs, then debuffed the vampire guard mage which we killed shortly after with our various pre-buffed protection spells. No particular reason to fail here. Necro was under chaotic commands and I made sure that he had correct fire, lightning and magic damage resistances. Was quite fun. grab a nice pair of gauntlets clear rest of level outside (careful with paina's lair entrance as the 3 spiders and the web will spawn again) bodhi battle : we use full preparation buffs (cernd and r/c are under shield of the archons, necro is level drain immune with hades, valygar is prepared for vampires and barbarian is raging.) Cernd stacks a few instances of regeneration on the barbarian, because him and barbarian will have the responsability of handling the top left door. r/c tanks bodhi with aura of flaming death, dual globes of blades and has golden girdle for granlords. Valygar positions himself to attack bodhi and makes sure not to attract grandlord attention on himself. Necro rains vampiric touches/larloch drains on bodhi, then rains fire spells upon vampires and helmed horrors as they gathered around. Necro doesn't use PFMW in order to get the attention of the top right door granlord. Cernd goes to the top left door and goes alacrity with images, ironskins, healings. Barbarian is near cernd and attacks grandlord, necro uses disrupt undead spells when done with the rest. Riskbreaker stays in the bottom corridor with planetar, smilodon and 3 elite trolls (summons avoid fire damage from necro). They have the responsability of holding the bottom door by themselves, then they came to help finish the job in the main room. Went really well and I think necro reached 286 hp ![]() nice rewards...aeger's hide and nice scrolls with of course cuthroat report back to elhan, follow him into north forest watcher's keep level 2 except chromatic demon : Physical preparation. Killed elite fire giant cleanly with necro and made use of valygar's racial combat abilities for golems. The air room golem fight was very hard because they charged me as I was prebuffing (a summon dragged their attention when we had only a few summons, no buffs yet). Loot of elemental golem : malakar + 2 and girdle of fortitude, which riskbreaker claims as his own ! Attention : steam elemental was killed accidentally in a potentially abusive way. Necro had fireshield red/blue and used a vampiric touch on the steam elemental, whose own fireshield responded with offense on necro, creating a resonance effect that killed the steam elemental in a fraction of a second. We didn't reload because this fight should not be that hard anyway (the plan was to kill it with magical energy damage from vampiric touches and abi dalzims as the rest of the party dealth with golems). In the golem fights valygar temporarily used the green leaves armor for an extra 5% physical resistance. A few thoughts on tanking in chapter 6 on insane : On core usually at this stage of the game, when your fighters deploy all their ressources for a rude melee fight, you usually get into some pretty safe conditions. The health of your fighters is clearly under control and it is easy to see/predict potential dangers and counter them appropriatly. On insane your fighters are still relatively quite sturdy... but you definitely don't have that feeling of security for landing healing spells. Some characters may suddenly suffer terrible injuries and it may be hard to react properly (and they might be already dead). Cernd played a great role in many battles by being under alacrity and constantly raining mass cures during the battle, with a specific very fast natural restoral sometimes on a badly injured character. It was much more reliable than greater restoration which only served as a complement. forge : valygar's family blade + 5 I advise not to rest on WK level 2 because devil shades are just way too annoying chromatic demon : Attention : first of all I would like to point some potential way of abusing this fight. I didn't use it and to be honnest I can't see how it could prove any useful, but it is possible to trigger the encounter by clicking on the demon's cage from ANYWHERE on the level. The opponents will spawn at their usual location, so they won't be engaging you yet. So now that this is said, the fight. Cernd used unleash energy spells and necro used lower resistance 2x with malison, a doom from cernd, then trigger 3x cones of cold + other cones sell a lot of stuff forge flail of ages + 4 turmish barbarians : creeping doom and power attack made it. I still prepared correctly in my policy of taking no chance in this run. green wyrm : protection from energy + improved haste. Necro and cerned killed him with flame arrows, fire and magic damage spells. Spellstrike is very important here (this spell shield bug always happens to me so I always use spellstrike now). We used malison and doom. Valygar was prepared for dragons and we used trigger 3x lower resistance, sequencer 3x flame arrows and minor sequencer 2x magic missiles. Necro gets the kill. Loot : ring of air control, short sword of mask, green boots, foebane and club +2 gnasher We scribe wish and larloch's minor interrupter heal yakman then leave WK again forge : ring of djinni summoning, ring of greater djinni summoning, the truth We travel back to underdark and go to the kuo tua lair : protection from lightning, improved haste and healing made it we go grab the ruby (a vagrant would be jealous here) finish bard stronghold enter suldanesselar and kill two golem packs to get a level up on valygar why is it so cold down there : We go with full buffs and free action from the cat figurine. Necro gets the purge but has contengency PFMW on hit and chain contengency protection from cold, protection from energy and protection from the elements on hit as well. R/c shoots a sling bullet at necro to activate his contengencies after the purge landed. Party attacks the ice golems including cernd with his giant strenght spell from necro. Necro goes into alacrity mode and uses trigger and sequencer 3x rays of fragmentation, minor seq larloch drains, vampiric touches/drains on the ice golem. When ice golem falls, fight should be won but we still had to worry quite a bit with that elemental golem (we had trouble positionning properly it would seem). At some point I got careless and almost lost barbarian to simulteanous hits from ice and elemental golems (saved by instant natural restoral). A tip : For this fight we removed all our weapons from our quick slots except the one we were going to use. This way the party won't change weapon everytime a why is it so cold down there is triggered. watcher's keep level 3 until tiefling battle forge : circlet of golden flowers (party : necro : lvl 21 112hp AC -11 martial staff 3 sling of everard +5 proficiencies : *quarterstaff *sling *dart *dagger stats : most powerful vainquished : Troll Queen total kills : 6 % HLAS order : planetar, improved alacrity, comet, dragon breath ranger/cleric : lvl 7/26 162hp AC -18 flail of ages + 4 sling + 4(avoreen) fortress shield + 6 proficiencies : **club **mace **sling **flail **warhammer ***two weapon style **quarterstaff *two handed weapon style stats : most powerful vainquished : Firkraag total kills : 20 % HLAS order : foreknowledge, globe of blades, aura of flaming death, implosion, storm of vengeance, energy blades valygar : lvl 22 143 hp AC -15 family blade +5/club +3/nature club mainhand stonefire +3 offhand proficiencies : **katana **club *longbow **axe ***two weapon style **warhammer *short sword stats : most powerful vainquished : Elemental golem total kills : 15 % HLAS order : contact with nature, hardiness, hardiness, power attack, critical strike barbarian : lvl 24 hp 210 AC -9 impaler + 3 staff of rynn +4 soulreaver + 4 heart seeker + 3 air elemental staff +2 proficiencies : **twohandedsword **quarterstaff **two handed weapon style **spear **halberd **bastard sword stats : most powerful vainquished : Dracolich total kills : 21 % HLAS order : hardiness, hardiness, power attack, critical strike, smite riskbreaker : lvl 24 hp 179 AC -10 phosphorus +4/short sword of mask + 4/ilbratha +1 mainhand the truth +5 offhand proficiencies : ***long sword **short sword **two weapon style *****flail stats : most powerful vainquished : Limak the mastermind total kills : 29 % HLAS order : hardiness, hardiness, power attack, critical strike, smite cernd : lvl 22 hp 86 AC -3 staff of araundel+3 staff of fire +2 proficiencies : *quarterstaff *scimitar *dagger *sling *two handed weapon style *two weapon style stats : most powerful vainquished : Gem golem total kills : 7 % HLAS order : smilodon, natural restoral, natural restoral, natural restoral, implosion, elemental summoning ) tiefling battle : we enter immensely buffed, ranger/cleric is immune to confusion with shield of harmony. We are ready to quickly quaff a potion of clarity if need be. Cernd pre-casted 2 regenerations on everyone of my 3 main fighters. Necro has contengency PFMW on sight and chain contengency 3x ruby rays on hit on last hit by. It would have been possible to rest for 24 hours in order to activate a second chain contengency and use breach, but that sounds a little cheap since the 24 hours limitation was implemented in order to ensure we stick to one chain contengency per fight. Fighters dealt with planar hounds in priority, then the 6 of us (casters had giant strenght) attack the mage as he casts a ruby ray of reversal. He falls to that rush and then we dispatch the remaining tieflings. sling of seeking ! goes to necro and r/c uses sling of everard from now on Attention : this did not happen in this run, but I know it happened at least twice in previous runs. Upon reloading a saved game in this tiefling area, sometimes an elite planar hound (or 2 I don't remember) will spawn and give xp. I don't remember what seemed to trigger the bug in particular and I did no further testing on this, but I am 100% positive that it happened twice in similar circumstances. scribe black blade of disaster demon knights round 2 : We played it safe (and coward). We prebuffed from far away and then teleported into the fight. With our powerful buffs and healing, they were no threat although I still had to be careful with damage outputs. wraith battle : careful with those pesky traps... I had contengency globe of invulnerability on sight, chain contengency spell turning protection from energy and giant strenght. Those contengencies were on hit and I used a sling bullet from ranger/cleric to make sure they would get triggered after the global purge. Warriors open with hardiness, cernd and r/c are under shield of the archons, valygar is prepared for vampires and barbarian rages Cernd opens with greater djinni summoning, necro with alacrity, then protection from energy on everyone during the battle. We used abi dalzims and unleash energy on the slaves. Necro debuffed the wraith and cernd used creeping doom. An important tip for this fight would be not to rush the wraith too much...make sure to kill the slaves and skeletons and have good buffs and things under control. Wraith isn't that good of a fighter and after all he will only cast dangerous spells (we have been handling such mages since pirate coordinator back to chapter 3). Rushing too much will just give him a pretext to 3x abi dalzim your unprepared party. Natural restoral and greater restoration made wonders here. end watcher's keep level 3 with a game of cards and a cigaret enter level 4, clear carston's level (vanilla) and illithid lair. I chose to insult carston with a serie of 1 inputs in the initial forced dialogue...this way he summoned a few mind flayers for experience instead of a chain lightning. golem ambush on carston's level : full buff with planetar smilodon sunnis and elite trolls x2, giant strenght on necro cernd valygar Casters only refresh skins because we don't want trouble of no skin no aura cleansed situation Cernd had pre-buffed a few regeneration spells on fighters. We made sure to kill them as fast as possible as they really must not be understimated on this difficulty level. I went careless at some point and both barbarian and risk breaker were reduced below 5 hp despite all the preparation being still active on them... I got really lucky there. They were both saved by natural restoral (cernd was under alacrity at this particular moment for early rain of mass cures). I will have to focus harder on the positionning just like I did in the hard pre-spellhold fights, because it would seem it is now just as dangerous. a hard nut to crack ending : Here we used complete prebuffing including alacrity. Cernd used 1x ruby ray on the mage then chain lightning on valeria then flame arrows to finish off some people (valeria falahar dracandros) + healing as required. Necro used ruby ray on the mage 1x then remove magic on valeria then rains spells on valeria/falahar/dracandros (necro used power word stun to make sure dracandros would be under control even after the greater restoration). r/c had the whole kit of foreknowledge, shield of the archons, dual globes of blades with aura of flaming death and summons from an item upon entering (djinni), then targets prime assassinators. The other 3 fighters will target assassinators as well with valygar summoning from an item first(spider), barbarian raging and riskbreaker activating chain breaker stance. Necro had PFMW on sight, chain contengency 3x elite trolls on sight, minor sequencer 2x magic missile, sequencer 3x lightning bolt and spell trigger 3x lower resistance. Cernd made good use of implosion on dracandros. Fight went very well. nice loot and report back to althon balthis who tells us about twisted rune raising defunt members from the dead...Vaxall 2.0 lich elder orb with imprisonment abilities anyone ? sell a lot of stuff forge : poseidon's wrath sewer illithid lair evil party : decided to have some fun with necro and cernd here. Valygar prepared for skeletons, party buffed. Ranger/cleric casts storm of vengeance from the corridor into the room. Necro runs to the other end of the room, cernd stays near door treshold with perfect camouflage. Necro goes spell trigger 2x lower resistance 1x breach on cleric, then starts unleashing 3 dragon breaths and 7 sunfires, then debuffs the mage and unleashes minor sequencer 2x acid arrow, sequencer 3x lightning bolts, then acid arrows to finish him off as well. Cernd casts implosion in priority on cleric, a ruby ray on mage to help debuffing, then flame arrows and chain lightnings. R/c uses another storm of vengeance, then fighters come to clean the rest. Cernd finishes cleric before he casts his storm of vengeance, everyone except golems, skeletons and mind flayer get decimated. Loot : boneblade +4, blade of roses + 3 alhoon and greater elemental golem : Necro takes the purge and has contengency PFMW and a chain contengency with protection from energy, spell turning and spirit armor (both on hit activated by a sling bullet). Necro uses alacrity, cernd already under alacrity ruby rays on alhoon (his mirror images are dispelled by already running instance of true seeing), then he uses implosions on alhoon. Necro rains dragon breaths and sunfires (spell trigger 3x) on ulitharids and vampiric touches/larloch drains on regular mind flayers. Fighters charge greater elemental golem with no hardiness yet, only improved haste and critical strike. Ranger cleric tanks the golem. We want to activate hardiness when there are more hostile golems around. We used our best summons here : djinni spider planetar smilodon and sunnis. Had some trouble positionning here because when the greater elemental golem hits somoene sometimes he wing buffets him and chases him, making it hard to have a stable fight going on. Greater restoration and natural restoral were of good use here. loot : gesen bow shaft forge : crom fayer, valygar family armor (both for valygar) guarded compound first floor : we take it seriously with hardiness, improved haste and skins. We use a few summons as well. guarded compound second floor : We use contengency PFMW on sight, chain contengency 3x abi dalzims on nearest ennemy, trigger lower resistance 2x breach 1x on cleric, acid arrows on cleric until he vomits his guts Remove magic was used on the gang as well as sunfires, dragon breaths and a few protection spells inbetween (like si:abjuration, stonskin, etc). Power words were used on sion after he got debuffed/injured a little Fighters use hardiness, valygar is prepared for golems, ranger cleric has foreknowledge and shield of the archons already running. Contact with nature was already activated as well as chain brreaker stance and barbarian rage. Vampiric touch on the minotaur npcs is pretty effective here, very nice damage. greater elemental golem : cernd took the purge and we willed him as fast as possible with 6 party members, high level abilities and at least 24 strenght on everyone. We used extreme caution against an amber golem after the main golem was down. (party : necro : lvl 23 114hp AC -13 martial staff 3 sling of everard +5 proficiencies : *quarterstaff *sling *dart *dagger stats : most powerful vainquished : Troll Queen total kills : 6 % HLAS order : planetar, improved alacrity, comet, dragon breath, energy blades, extra lvl 6 spell, ranger/cleric : lvl 7/27 164hp AC -18 flail of ages + 4 sling + 2(seeking) fortress shield + 6 proficiencies : **club **mace **sling **flail **warhammer ***two weapon style **quarterstaff *two handed weapon style stats : most powerful vainquished : Firkraag total kills : 20 % HLAS order : foreknowledge, globe of blades, aura of flaming death, implosion, storm of vengeance, energy blades, summon deva valygar : lvl 23 146 hp AC -18 family blade +5/celestial fury + 3/cuthroat + 4 mainhand crom fayer + 5 offhand proficiencies : **katana **club *longbow **axe ***two weapon style **warhammer *short sword stats : most powerful vainquished : Elemental golem total kills : 15 % HLAS order : contact with nature, hardiness, hardiness, power attack, critical strike, smite barbarian : lvl 26 hp 216 AC -9 impaler + 3 staff of rynn +4 soulreaver + 4 heart seeker + 3 poseidon's wrath + 5 proficiencies : **twohandedsword **quarterstaff **two handed weapon style **spear **halberd **bastard sword stats : most powerful vainquished : Dracolich total kills : 21 % HLAS order : hardiness, hardiness, power attack, critical strike, smite, hardiness, critical strike riskbreaker : lvl 26 hp 185 AC -10 phosphorus +4/short sword of mask + 4/ilbratha +1 mainhand the truth +5 offhand proficiencies : ***long sword **short sword **two weapon style *****flail stats : most powerful vainquished : Limak the mastermind total kills : 29 % HLAS order : hardiness, hardiness, power attack, critical strike, smite, hardiness, critical strike cernd : lvl 24 hp 90 AC -3 staff of araundel+3 staff of fire +2 proficiencies : *quarterstaff *scimitar *dagger *sling *two handed weapon style *two weapon style *club stats : most powerful vainquished : Gem golem total kills : 7 % HLAS order : smilodon, natural restoral, natural restoral, natural restoral, implosion, elemental summoning, greater elemental summoning, globe of blades ) sell a lot of stuff lady vanya rune stronghold : Periapt of proof against poison goes to ranger cleric, ring of gaxx goes to risk breaker and protection from poison scroll goes to valygar. We go with full buffs. Priorities for fighters : guildmaster, assassin coordinators (if dispelled), master assassins, golems Cernd's mission is to cast a few creeping dooms on the coordinators and use healing spells under aura cleansed. He was fully buffed with his aura of invulnerability, globe of blades, contact with nature and perfect camouflage, etc. R/C's mission is to cast dispel magic on the coordinators and fight. Necro's mission is to kill assassins and debuff the guild master (and eventually the master assassins). He used 3x abi dalzims chain contengency on nearest ennemy, contengency globe of invulnerability on ennemy sighted, minor sequencer 2x larloch drains, sequencer 3x fireballs, spell trigger 3x chain lightnings, sunfires, vampiric touches/drains on golems, melf acid arrows, dragon breaths, fire shield red/blue and hands of undoing on golems (he was quite busy in this fight). We wanted the guildmaster and the coordinators to bite the dust as fast as possible and we were very careful with the physical damage inflicted on the party during this fight. Fight was over before the barbarian rage expired. collect loot : girdle of hill giant strenght, kaligun's magic resistance amulet, report to vanya and sell loot forge : talisman of greater protection, girdle of lordly might r/c claims the talisman, gives his ring of gaxx to valygar and barbarian asks for the girdle of lordly might. Last merella quest (battle) : We used sunnis, planetar, smilodon, noble djinni and noble spider. We used the following undispellable buffs prior to the fight : r/c foreknowledge shield of the archons cernd aura of invulnerability contact with nature necro tenser's partial transformation giant strenght. Cernd valygar and ranger/cleric received giant strenght as well. barbarian raged and riskbreaker activated chain breaker stance. Our priorities were rakshashas, then mariliths. I learned that necro cannot use vampiric touches on the noble marilith, so we wasted some time and energy early on during the fight (we had debuffed her with 2x ruby rays and 1x breach before making the attempt). Necro used rays of fragmentation and hands of undoing on golem. Cernd rains mass cures under alacrity with sometimes a natural restoral where needed. He is under ironskin and mirror image and at melee range of many monsters. Pasha was under good care. Necro used a few wishes to open the fight and ranger/cleric used a few greater restorations. Being brave in this fight and finishing opponents fast was a good strategy as usual. Fighters should target rakshashas immediatly (not all on the same target) to make sure they are not comfortable raining devastating spells on the party (some of them used absolute immunity). scribe foreknowledge and monster summoning V gate district lich : full buffs, alacrity, ruby rays, disrupt undead + implosions, power word kill and valygar prepared for lich in vain ![]() old one fight : We gave our best items to necro such as indigo ioun stone, girdle of lordly might, etc. and good summoning devices as well. Necro had 142/142 hp to begin with. Contengency globe of invulnerability on enemy sighted chain contengency foreknowledge protection from energy spell turning minor sequencer 2x larloch drains Sequencer stoneskin spirit armor fire shield red Spell trigger true sight protection from magical energy protection from magical weapons First round : SI:necromancy 2 : spell trigger 3 : golden cat figurine 4 : alacrity ... Stellar gravestone taken under 127 fire resistance can be resisted relatively well even on insane. We made sure to begin alacrity after the grave liches had decided their action for this round in order to prevent interruption. old one forgot to give me a copy of improved disturb undead ask morid to research a new spell sell some loot forge : cloak + 3, cloak of arcane immortality buy : warblade + 4 lady vanya viper queen : improved haste, high level abilities and healing scribe recast vital energy ask morid to brew a few potions get the reminaing gold of castle dearnise clear rest of suldanesselar except black dragon and harpiste house : take all rakshashas seriously ramilaat : we used free action from the golden cat figurine and fought him prebuffed since we didn't want to take any risk. harpist house : Necro, ranger/cleric and valygar get the purge. We had contengency PFMW on hit and chain contengency 3x elite trolls on sight. We were already under alacrity so we used our spell trigger of protection from magical energy, giant strenght and protection from fire then we used remove magic spells to make sure rakshashas die as soon as possible. Cernd rains a few mass cures and we take care of the greater elemental golem after the rakshashas are dead. We used 2 vital energy spells for fun : regeneration on party and grandlord...not really a good idea to prevent reloading ![]() we scribe rigid thinking lol ask morid to work on time machine ask morid to craft golden key black dragon : Necro has contengency PFMW on 50% hp, chain contengency of improved mantle and 2x elite trolls on ennemy sighted, spell trigger PFMW stoneskin improved haste, sequencer stoneskin resist fear and haste. We go with full buffs and we use spellstrike and breaches. We make sure the hardwood golems are targetting necro and cernd. Cernd takes the insects so only necro got the attention of hardwood golems. We kill the black dragon in priority with the fighters and necro breaching under alacrity. necro refreshes improved mantle and stoneskin, then we use golden cat figurine for free action since fighters were entangled. We then focused the golems one at a time with crushing weapons. We were ready to quickly quaff a potion of invisibility for survival (weirdly enough, hardwood golems cannot see through plain invisibility. We didn't have to drink one though). We used protection from acid on everyone for this fight. We used 2x recast vital energy for our prebuffing : mental agility and regeneration party, nice ! Suldanesselar ritual + clear tree of life except last parasite. ask morid to craft wooden key use golden key : typical non dispellable pre-buffs were used, proper tanking and high level abilities with improved haste. We took it very seriously and cernd helped a lot. ask morid to craft bone key use wooden key go get the vine ask morid to craft amber key ask morid to craft ruby key ask morid to craft barbarian essence potions use ruby key orcus : We used full buffs. We had minor sequencer 2x larloch drains, sequencer stoneskin fireshield red and spirit armor, spell trigger 3x sunfires, contengency PFMW on sight, chain contengency 3x elite trolls on sight. We included 4 instances of recast vital energy in our prebuffing sequence but I think it was a mistake as my lack of level 9 spells for wish or dragon breath/comet made it harder. However, we got 1x regeneration on party and 3x mental agility which made disrupt undead really fast to cast. We used protection from fire and our 3 main fighters drank 1 potion of barbarian essence each. As we enter the lair we summon djinni and elemental prince (we got sunnis once again !) Cernd tanks and goes alacrity raining mass cures and summons. Necro disrupts undead, fighters position well so that grandlords attacks are split between our guys and summons (mass cures being more effective that way). Sunnis had time to use stoneskin but still died fast, greater djinni survived. When vampires arrive necro unleashes malison and his sunfires with vampiric touches/drains on the master vampire. We used protection from level drain scrolls at some point on our 3 fighters and ranger/cleric (they were all silenced). Fighters drank an oil of resurgence at some point when our initial momentum was over. We reloaded here (first time in a very long time)... Our set up was alright, it's just that when the fight was almost over I had told cernd to go hide in some crypt since he had unleashed pretty much all of his spellbook except a shield of the archons and a negative plane protection. I got careless and stopped looking, only to realize a few seconds later that vampires had spawned near him and cornered him. It was too late to activate level drain protection on him as his levels had been drained and activating scroll of protection from level drain would take too much time. Necro decided to kill cernd himself using a melf acid arrow, but the melf acid arrow chunked cernd. In second attempt we played it the same way and it went well. sell a lot of stuff forge : lord of the underworld, cloak + 2, boots of speed twisted rune : We go full buffs with a few instances of true sight (riskbreaker via the truth, r/c, cernd and necro). We had minor sequencer of acid arrow 2x, sequencer flame arrow 3x, trigger 3x lower resistance, contengency PFMW on sight, chain contengency protection from energy, spell turning and globe of invulnerability on hit points 50%. We prebuffed with 2 recast vital energies and got 50% hp on party and mental agility (ouch). We used noble djinni, noble spider, smilodon, planetar and sunnis. positions : necro : in room with shandalar, out of sight of vaxall but ready to interact with vampire/layene. cernd : in room with shandalar out of sight of vaxall r/c : in room with layene, under shield of the archons riskbreaker : charges vaxall and fights him assisted by all the summons except sunnis. Sunnis went to tank shandalar at all times. valygar : assists ranger cleric in fighting the vampire on the right wall (prepared for vampires) barbarian : assists valygar and r/c, he attracts the vampire with no rage then activates rage Cernd uses ruby rays on shandalar and helps against layene with flame arrows, implosions on shandalar and used a negative plane protection on the barbarian at some point (really fast cast speed). Necro uses ruby rays on layene and breach on the vampire and layene, spell trigger 3x lower resistance on layene then nuking on her, disrupt undead on shandalar and power word kill to finish him off eventually, but magic against shandalar didn't go as planned and fighters will have to kill him in a few rounds. Ravenek was killed using a remove magic spell and a few nuking spells waiting for layene to use her wish resting combo. We made sure that vaxall would use his improved anti magic ray on the ranger/cleric, who then ran into the chamber with shandalar (he stopped fighting vampire before this happened) This bought necro and cernd some time to get rid of layene. It is really important to get rid of her fast because twisted golems are just insane. Fighters except riskbreaker eventually charged an unsuspecting not protected from magical weapons shandalar with mighty critical strikes abilities. Riskbreaker pretty much killed vaxall by himself during the fight. Shilreassa the vampire died after 3 breaches...it seems valygar and barbarian didn't have that great of a damage output. collect loot, scribe summon monster VII and get back to athkatla return to demon plane balors wave : we go full buffs, necro is under a wall of arcane defenses and death ward. We breach them all and focus them with high level abilities to kill them as fast as possible with our best summons and alacrity. grandlords wave : see golden key, it's the same fight battle vs force : We use piercing weapons against the force and we focus the greater bone golems when they appear. We try to keep free action on casters at all times and refresh resist fear spells a lot. Crushing weapons were used against the golems. We used a few wishes as level 9 spell slots and we had a trigger of 3x lower resistance and a sequencer of 3x lightning bolts for the force. It didn't do much but it helped preventing too much damage from one of the wing buffets effects when he summons greater bone golems at near death. It's a shame that call lightning doesn't work here (indoor). Every time we focused the force we made sure to rain a few mass cures to prevent low hp (the wing buffet effect inflicts a lot of damage on insane). I learned here that cernd cannot benefit from hardiness (from wish) while under the effects of aura of invulnerability ![]() come back to athkatla say good bye to sphere, sell a lot of loot forge : scarlet ioun stone, ring + 2 irenicus tree of life battle : we played it fair and remained in sight of irenicus with all 6 characters on the same screen, but since the golems spawn in some sort of circular protection around irenicus and we stand in some circular position as well, we used that to our advantage by splitting the fight into 3 mini fights on the screen (2 hardwood golems on top, irenicus middle, 2 hardwood golems on bottom). This way Irenicus couldn't score a prodigious remove magic on everyone, making the fight manageable. Necro used stoneskin and improved mantle and we had a lot of healing at our disposal. We used our best summons here as well. Irenicus as a mage then died to ruby rays/breaches/focus fire. hell trials : we realized cloak of arcane immortality was for good aligned necromancers so we kissed the staff of the magi a good bye and decided to do all challenges the good way. We sacrificed for an innocent r/c (not so innocent considering he murdered 545 creatures...) irenicus hell battle : We prepared to the max with our best summons, so since this fight is not terribly hard at that stage and we over-prepared I will only say in which order I killed the opponents : balor, death knight, noble marilith, abyssal escorts, elemental golem, slayer. Only one coin golem was summoned. We made sure to loot some jewelry before finishing the slayer. ellesime speech (party : necro : lvl 24 143hp AC -14 martial staff + 3 sling of everard +5 proficiencies : *quarterstaff *sling *dart *dagger stats : most powerful vainquished : Green Wyrm total kills : 8 % HLAS order : planetar, improved alacrity, comet, dragon breath, energy blades, extra lvl 6 spell, extra lvl 7 spell, ranger/cleric : lvl 7/30 170hp AC -19 flail of ages + 4 sling + 2(seeking) fortress shield + 6 proficiencies : **club **mace **sling **flail **warhammer ***two weapon style **quarterstaff **two handed weapon style stats : most powerful vainquished : Firkraag total kills : 18 % HLAS order : foreknowledge, globe of blades, aura of flaming death, implosion, storm of vengeance, energy blades, summon deva, alchemy x3 valygar : lvl 25 152 hp AC -10 family blade +5/celestial fury + 3/cuthroat + 4 mainhand crom fayer + 5 offhand proficiencies : **katana **club *longbow **axe ***two weapon style **warhammer **short sword stats : most powerful vainquished : Greater Elemental golem total kills : 15 % HLAS order : contact with nature, hardiness, hardiness, power attack, critical strike, smite, hardiness, critical strike barbarian : lvl 28 hp 242 AC -12 impaler + 3 staff of rynn +4 soulreaver + 4 heart seeker + 3 poseidon's wrath + 5 proficiencies : **twohandedsword **quarterstaff **two handed weapon style **spear **halberd **bastard sword *flail stats : most powerful vainquished : Dracolich total kills : 21 % HLAS order : hardiness, hardiness, power attack, critical strike, smite, hardiness, critical strike, hardiness, critical strike riskbreaker : lvl 28 hp 192 AC -10 phosphorus +4/short sword of mask + 4/ilbratha +1 mainhand the truth +5 offhand proficiencies : ****long sword **short sword **two weapon style *****flail stats : most powerful vainquished : Limak the mastermind total kills : 30 % HLAS order : hardiness, hardiness, power attack, critical strike, smite, hardiness, critical strike, hardiness, critical strike cernd : lvl 27 hp 96 AC -3 staff of araundel+3 staff of fire +2 proficiencies : *quarterstaff *scimitar *dagger *sling *two handed weapon style *two weapon style *club *dagger stats : most powerful vainquished : Demon Wraith total kills : 6 % HLAS order : smilodon, natural restoral, natural restoral, natural restoral, implosion, elemental summoning, greater elemental summoning, globe of blades, aura of flaming death, fist of nature 2x ) TOB !!!!! |
|
|
![]()
Post
#3
|
|
![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
old one fight : We gave our best items to necro such as indigo ioun stone, girdle of lordly might, etc. and good summoning devices as well. Necro had 142/142 hp to begin with. Contengency globe of invulnerability on enemy sighted chain contengency foreknowledge protection from energy spell turning minor sequencer 2x larloch drains Sequencer stoneskin spirit armor fire shield red Spell trigger true sight protection from magical energy protection from magical weapons First round : SI:necromancy 2 : spell trigger 3 : golden cat figurine 4 : alacrity ... Stellar gravestone taken under 127 fire resistance can be resisted relatively well even on insane. 1- Are you sure you really had 127 fire resistance? You got it with or without Fire resistance potions? IA doesn't allow 100+ elemental resistance, even if you get to 127 for a second (when the game is paused), it won't remain that high once you end the pause and resume playing, the game will take care of it to bring it below 100 (or you didn't use Fire resistance potions at all?) Please, double check (once with and without Fire res potions) and let me know how it works. 2- Waiting for your answer to the contest as well. I have received a few answers but still waiting for more participants before closing the contest. Thanks for the journal. It was a nice read. -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 6th June 2025 - 10:28 PM |