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#1
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Forum Member Posts: 237 Joined: 23-April 13 ![]() |
So I've decided to try and devise no-reload tactics for such a character. Moreover, I've picked a game where Robe of Vecna isn't easily found (not on Kaol or Alhoon's unnamed Mage).
Feel free to dislike certain tactics, but keep in mind that I made no external modifications whatsoever to this game. Used a lot of in-game exploits to make it work though. Will continue using in-game exploits, in an attempt to see how far can such a character go. Keep in mind that a F/M protagonist of any kind is subject to many changes in the script, triggering nasty abilities from certain powerful enemies, losing a lot of items due to the sole fact that he's soloing and/or a F/M. A B-M doesn't have the Wish-Rest option as well, neither gets the Expanded Mage Stronghold quests. Also, with the Robe of Vecna being a late-game item, many enemies are extremely hard to beat. How to create a powerful enough B-M: Exit Chateau Irenicus, apply an endless gold/xp exploit, level up the B-M up to level 21 (to maximize THAC0). Picked up Power Attack + Critical Strike HLAs. Used scroll drinking exploit (sorry about that) to beat Suna Seni with ease. Then again, running away from her is just as good, since PC needs neither the gold nor the xp or items she has. Defeated Pai-Na (again, scroll drinking, probably could've done it another way too but on Insane it's risky). While PC hasn't dualclassed yet, there IS a Spell Immunity scroll in Pai-Na's treasure trove. That was the sole reason of why PC had to engage her prior to dualclassing. After that the scroll miraculously disappears (anti-F/M scripting). Roamed a bit around the city, left some free xp untouched, in Umar Hills too. Dualclassed at Berserker level 21, collected the free xp, leveled mage to 11. Back to the city, applied the endless xp/gold exploit up to mage level 25. Proficiencies: ***** WarHammer, **Flail, **Bastard Sword, **Short Sword, ***Two-Weapon style, and two wasted *Quarterstaff *Dagger. Numerous battles in the right correct order supplied PC with needed spell scrolls like Improved Mantle, RRR, Spell Turning, Remove Magic, Improved Haste, GoI, etc. Did the Windspear Dungeon lvl 2 with three token party members to avoid losing Robe of Vecna (if in possession of Kaol). No robe though. Chapter 3 was uneventful, although had some trouble vs Alhoon and his Greater Elemental golem. Without Critical strikes, he just wouldn't fall quickly enough. The only sound strategy was multiple Noble Spiders. Max mage level is 28, which leaves PC with -2 spell slots spell levels 1-7 and -1 spell slot lvl 8 and 9 compared to a 31 or 36 lvl mage. All in all, the spell slots for all levels are just too few. We'll see how it goes. Currently in chapter 4, the Asylum. Interesting info so far: Amber golems can be petrified (many players probably know that already). However, I didn't know that the Mithril Golem can also be petrified. An easy victory over an otherwise very tough opponent. By switching main- and offhand weapon, and preserving the total APR by doing that, it is possible to score hits with the offhand as well. Example: PC has Phosphorous main, Belm off, 9 APR (under Improved Haste), attacking a Skeleton Grandlord. 1-st half round 3 hits main hand 1 hit off-hand 1 hit main-hand. 2nd half-round 3 hits main-hand, 1 hit off-had. 1st half-round: Wait for the first 3 hits, pause game, put a warhammer main-hand and move Phosphorous off-hand. Total APR preserved (9) due to GM with Warhammers, and after unpausing, PC will score a hit with the off-hand, now holding Phosphorous. After the hit, exchange weapons again. A bit tedious, but effective. Spell Immunity Evocation offers no protection vs Amber golems, unfortunately. On the Library level in Spellhold, if staking Dace right away and killing his Vampire Lord, PC (or the party, in other cases) can afterwards run away to the safety of the upper level during any battle (Improved Kobolds, Cat'o'Nine'Lives) and enemies won't follow. Nice for resting and replenishing spells. This post has been edited by Krell: Jun 9 2015, 05:18 PM |
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Post
#2
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Forum Member Posts: 237 Joined: 23-April 13 ![]() |
Chapter 5, two tougher fights, the Demonknights and the Dracolich.
Although I was able to beat the Demonknights in a fair fight, the fact that at the end PC's fire resistance was something like 25% was not good, since that literally means that PC was one round away from certain death. With reduced casting speed of 4 PC would've devastated them, showering them with RRoR, Breaches and Remove Magicks in the first round and eliminating them up to round 5. However with reduced casting time of only 1 (Amulet of Power) this is impossible to do. So unfortunately the safest method was calling twenty Noble spiders. More than half of them died due to enemy multiple AoE spells. The Dracolich - again, was able to beat it in a fair manner, but finally decided that the sound no-reload tactic relies on a bunch of Noble spiders. Didn't visit the Illithid city yet, reserved it for the end of chapter 6. I really need Vecna + Foreknowledge in there. Chapter 6: Chroma - again as with the Demonknights and the Dracolich, was able to beat it once, but lost many times afterwards. After the demon starts changing shape, there isn't much to do really except beating it in melee, which is not enough. Eventually turning to Ice form is the worst. So again called on two dozen spiders which eliminated the Demon in 4 rounds. Green Wyrm - same as Chroma, although wasn't able to score a victory without the spiders. Probably possible, but the chances are slim. At least after that battle got Ring of Greater Djinni Summoning. Twisted Rune - cannot resist 15 Greater Djinnis. PC only had to take care of Layene. Chain Contingencies (triple RRR, Breach + 2*Lower Resistance) triggering on hit helped dispel her, otherwise it's almost impossible to do with reduced casting speed of only 1. She frequently hides under the Staff of the Magi. Again, no Vecna, that means that the robe should be in the possession of the Ancient Dragon. Typical. IMO this item should never be distributed on such a late-game fight. WK Demonknights - tougher than the Underdark ones, because here PC cannot summon an army prior to their coming. It's actually possible to lure them with a powerful summon and after a couple of rounds, use the northern portal to escape without fighting them. It's not easy to do and not 100% reliable, but it works. Only sound strategy I found was fighting with PC, not casting spells but summoning Greater Djinnies. After summoning 4-5 and killing 2 Demonknights, the rest start Lowering PC's Fire Resistance, now is the time to retreat and start summoning more djinnies, or spiders, to finish the fight safely. The Gith Supreme Leader: Not easy even with 5 potions of Barbarian Essence. Killed Mlar first, by that time the Supreme Leader has wasted a lot of Remove Magicks (PC hides under SI: Div), which is essential, since after the Anti-inquisitors unleash their first Torturous Inquisition, PC quaffs a potion of Magic Shielding, which should not be dispelled. The potion 1)restores somewhat PC's lowered Fire resistance (+helm of the rock and Drizzt's scimitar, Frostbrand), 2) Protects partially vs Acid Arrows, Chromatic Orbs and Lightning bolts being fired by the Gith (+Helm of the Rock and Boots of Grounding) 3) Protects partially vs Supreme's ADHW (+Belt of Inertial Barrier) 4) and most importantly, offers an automatic save vs remaining Stone Golems' Slow (which PC failed to save against even with a save vs spells of -8). Strange issue with lowered fire resistance though. If PC drinks a Fire res potion while wearing fire res gear which improves his fire res to above 0, then the potion has no effect. If PC unequips all fire res gear, then drinks potion, the potion adds 50% fire res. However sometimes after re-equipping fire res gear the fire resistance still stays on lower value than expected. Example: PC on 0 fire res, with items 75%, uneqips items, quaffs potion, fire res 50%, re-equips fire res gear, fire res goes to 75%, uneqips again, fire res goes to 25% or 0%. Very strange, very bugged ability, apparently not all issues with it are resolved, works somewhat randomly. One critical (after all of the Leader's defences are down, including Body Equilibrium) was enough to kill him though. WK Demilich: That was an interesting fight, mostly because I found a way to effectively counteract multiple enemy RRoR under Alacrity, even with not so great PC casting speed: Alacrity is useless at these circumstances. What use is a spell that has a casting time of 8 in order to cast two spells for 6(Spell turning). It's basically better to wait the next round. However Contingency with Globes of Invulnerability helps. The problem is the timing of the Contingency, and also the residual effect of the spell which can interrupt a following Spell Turning casting. The trick is simple. Start casting Spell Turning even if the enemy is about to remove the Globe of Invulnerability. When the Demilich shoots the RRoR, cast Contingency with Globe of Invulnerability triggering *On Hit*. What happens actually: Contingency casting does not disrupt the Spell Turning being in the middle of casting already. RRoR hits, thus triggering the *on hit* condition of the Contingency, and immediately as the old GoI is removed, a new one is erected (from the Contingency), a bit later PC finishes the Spell turning casting, and has all three spell protections up and running once again. A bit later the white sparkles animation (residual Contingency effect) should appear, wait for it and move a bit afterwards before casting a spell otherwise the next spellcasting attempt may fail. The Demilich will cast ADHW at a character protected from Energy, which actually wastes a round. Complete protection may be achieved by quickly putting on (and removing afterwards) the Belt of Inertial Barrier. The remaining spells of the Demilich are mostly levels 1-4. Melf's Acid Arrows, Lightning Bolts, Fireballs - all negated by (minor) GoI. After the lich has wasted her RRoR, GoI or mGoI should be active. The lich still has sunfires and Death Fogs though, but fortunately enough, Oils of resurgence help survive that damage. Oils of Resurgence actually will regenerate 12 HP per round while under Haste or Improved Haste. The effect of those spells is to actually double the amount of rounds in 1 turn (from 10 to 20), thus doubling all Regeneration or Poison effects as well. Naturally, if a character is slowed, then the regeneration rate will effectively drop to 3 HP per round. |
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Lo-Fi Version | Time is now: 9th September 2025 - 03:52 PM |