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The Black Wyrm's Lair Terms of Use |
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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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#2
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![]() Premium Member Tactical reputation: 2 Posts: 6268 Joined: 23-February 08 ![]() |
Well, it's not exactly as powerful as summoning 15+ identical powerful summons (
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Post
#3
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Forum Member Posts: 237 Joined: 23-April 13 ![]() |
Well, it's not exactly as powerful as summoning 15+ identical powerful summons ( ![]() Agreed. I only use those to counteract IA v6 cheating abilities like: Greater Doom, Lower Elemental Resistance. Even Greater and Grave Silence are not a problem, since those can be counteracted in a relatively fair manner by using Contingencies and Chain Contingencies. Two exceptions so far though, one was Alhoon's Greater elemental golem, who could be bested fairly (developed the tactic later) by wasting several PFMW scrolls. The second exception was the Slayer. There is simply no way to deal enough damage vs him one-on-one without multiple Critical Strikes (PC has only 1), and by the time PC is one-on-one with him there are almost no spells remaining in the spellbook. Still, he also could be beaten without multiple Djinnis by simply leading him away with any summon and resting, thus replenishing spells, and afterwards summoning a bunch of powerful things like Elite trolls and Greater Yuantis. More interesting fights so far: Chapter 6 - uneventful. As I said before, Orcus can be beaten fairly (even with his anti-solo scripted Purge Magic once every 4 rounds), but at the cost of 5 Barbarian essences. And he only drops 4. I will see if there is need for those potions in the end fight, if not - will simply avoid that fight in a future no-reload run. Hesperus cannot be used by a F/M anyway, and is a puny reward for such a tough fight. Not counting Orcus, there is a total of 11 Barbarian Essences for a non-Necromancer, non-Vagrant PC in the entire game (as far as I know), 5 of them had to be wasted in the Supreme Leader fight, probably the remaining six will be enough to beat the three EDE golems fairly, but without Wish:Rest, I doubt it. Did not find the Girdle of Fortitude, nor the Helmet of Defense, and I definitely killed all available IA-modded monsters in SoA and WK. Azamantes can be dispelled by a 28th level mage, which practically forced him to stay on defense (casting PFMW) and died in a couple of rounds. Practically that was the fate of any Grave Lich met by PC. Speed is of the essence. If their spell protections are removed in a blink, followed by triple Remove Magic, with PC or a summon standing right next to them, they cast PFMW instead of Grave Silence. Turned Evil in hell. Absolutely worth it in this case. Sarevok's Evil trial gives +3 to str. Although, was surprised to see that PC still couldn't use the Staff of the Magi. Description seems to be wrong, says *Usable by Evil Human Mages*. Probably should be added *only single class* or something. Evil PC also gets 24 +1 longswords for sale from the first Pocket Plane challenge, while at the same time good-aligned PC don't get anything. Illasera's mage runs Alacrity, and surprised me by constantly refreshing combat protections. Otherwise an easy fight. Gromnir's squad can be easily separated, leading all warriors to the right and leaving the mages to battle a powerful summon like the Greater Djinni. This way PC didn't have to fear multiple RRoR under enemy Alacrity. All in all, each non-Dragon fight so far seems quite doable without resorting to the multiple Djinni exploit. Sole exception is Orcus, but probably that fight should be avoided altogether. Edit: It's possible to petrify a Hardwood golem, but since those are multiples and often save even after malisoning them, I prefer slowing and webbing them, works a lot more reliably. Edit: Irenicus' Balor in Hell seems to be immune to Acid. On the other hand, his mage level is apparently below 31 since PC was able to Remove his buffs. Edit: Just tested again, cannot rest in Hell even if the Slayer is lead astray by a summon. This post has been edited by Krell: Jun 12 2015, 09:27 PM |
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