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The Black Wyrm's Lair Terms of Use |
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#141
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![]() Premium Member Tactical reputation: 2 Posts: 6267 Joined: 23-February 08 ![]() |
The party should be more than capable against the lich. You should play more defensively and focus more on protecting yourself until he's out. Spread out your party so that he can't hit everyone at the same time. It's not that different from fighting the Pirate Coordinator at respective levels, for instance.
Did you try using Stoneskins and fire resistance against comets? With practice, you can use chain lightning to disrupt the lich's spells. |
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#142
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Forum Member Posts: 226 Joined: 26-May 15 ![]() |
Will try again tonight:
Idea is to kill him after his initial PfMW is finished: 1st round : Necro Remove Magic // B9/M Spellstrike from scroll // Others are starting to deal with bookworms 2nd round: Necro bings himself near to Lich // B9/M RRoR // Others still dealing with bookworms 3rd round: Necro Disrupt Undead // B9/M and rest are finishing bookworms 4th round: Necro Disrupt Undead // B9/M Chain Lightining from scroll // Others are attacking lich Necro(main char) and Jaheira(can cast Harpers call/lvl5) will be under PfME. Rest needs to endure 3xADHW. Hopefully i can disrupt his next PfMW... If this doesnt work, i will use "Divide and Conquer" but keeping an eye out that the Lich casts his comet on a char with Stone/Ironskins (Mazzy and Valygar get usually chunked). Then i just need to survive his other ADHW/Sequ:GM,Conf,Slow/ Emotions / ... ![]() Let's see. |
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#143
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Forum Member Posts: 226 Joined: 26-May 15 ![]() |
Funny, tonight i would even say the Librarian was easy. He fell on my 1st try. Didnt even fired his 3xADHW. Maybe because i was better prepared and took him seriously...
The journey can continue ![]() (e) "False Dawn" did nothing to him. Although a lvl 6 spell. Why does it say "Duration: 6 rounds" in its spell description? (e) Ah, a leftover: "The 6th level clerical spell "False Dawn" is tweaked not to cause confusion effect. Not to mention that the confusion had a wrongly assigned duration to it in the vanilla game, but we decided to omit the effect rather than fixing its duration." This post has been edited by Azoth: Aug 8 2016, 10:48 PM |
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#144
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![]() Premium Member Tactical reputation: 2 Posts: 6267 Joined: 23-February 08 ![]() |
Congrats on the victory!
I don't remember the specifics about the clerical anti-undead spells but many of them are indeed quite ineffective against more resilient undeads. This is just something to be thought about in the future, if that future ever comes. |
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#145
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Forum Member Posts: 226 Joined: 26-May 15 ![]() |
QUOTE This is just something to be thought about in the future, if that future ever comes. The future will come. That's granted ![]() Another question (maybe i should open my own thread and not abusing this one anymore...): Price of killing a pupil (new encounter) ->Where and what exactly is this encounter ? This post has been edited by Azoth: Aug 9 2016, 07:14 PM |
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#146
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![]() Premium Member Tactical reputation: 2 Posts: 6267 Joined: 23-February 08 ![]() |
> Price of killing a pupil (new encounter) ->Where and what exactly is this encounter ?
SPOILER! When you kill Dace (the vanilla vampire in spellhold near the library), you are attacked by a vampire lord
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#147
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Forum Member Posts: 57 Joined: 19-February 09 ![]() |
Hello guys, long time lurker here. I've played through around 7-8 times over the years starting with v4, mostly in v5, and a couple times in v6 on insane. This game has great replay value, especially if you let it sit for a bit after completing a run. I just play the game however the designers mold it, no inclination to change anything about it.
Anyways, in my current run, my FMT just reached 15/15/18 (around 6.9 million xp) UAI doesn't show up as a HLA choice. I've used FMT as recently as v6 with no problems. Party this time was vagrant, RC, riskbreaker, BM, FMT, nalia-> imoen. Nothing else is out of place from what I remember. vagrant and riskbreaker kits exactly what I remember, bonus vagrant quests the same, etc. I think imoen might have a couple of spell choices changed from what I remember, don't remember her having oracle before. I remember being able to pick SI and animate dead in other playthroughs relatively quickly, but the oracle pick kinda c0ckblocks one of them for a long time, not a big deal really. There are 3 main differences this time around: 1. my windows upgraded itself to 10 while I wasn't paying attention. 2. The last time around I think the last item was "Improved anvil v6" instead of "Improved anvil premium" 3. I think the last time I didn't have infinite stacking (ToB), but I always had the first item stacking one, item #0 Any idea what went wrong? I don't see UAI removed from 6.2 in any documentation, but it's not available to pick in my game. PS For ease of use, I'm still using the old Weimer-ease-v27 because that's how I set it up once upon a time and I don't remember the actual reasons, but I do remember it was a big deal. Maybe that has changed over time, but I don't really check here for updates that much; I just re-download the latest IA version and re-install whenever I get the inclination to play again. // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name ~SETUP-EASE.TP2~ #0 #0 // Infinite Weapon, Potion and Ring/Amulet Stacking ~SETUP-EASE.TP2~ #0 #1 // Infinite Weapon, Potion Stacking (ToB) ~SETUP-EASE.TP2~ #0 #3 // True Grand Mastery (extra half-attack, etc.) (Baldurdash) ~SETUP-EASE.TP2~ #0 #4 // Shut Up "You Must Gather Your Party Before Venturing Forth" ~SETUP-EASE.TP2~ #0 #9 // Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression (Blucher) ~SETUP-EASE.TP2~ #0 #14 // Multiple Strongholds (Baldurdash) ~SETUP-EASE.TP2~ #0 #15 // Bonus Merchants (Baldurdash) ~SETUP-EASE.TP2~ #0 #17 // No Drow Avatars On Party In Underdark ~SETUP-EASE.TP2~ #0 #18 // Imoen ToB Dialogue Fix ~SETUP-EASE.TP2~ #0 #21 // Romance: Bug Fixes (required for later components). ~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6 ~SETUP-IMPROVEDANVIL.TP2~ #0 #0 // Improved Anvil Premium This post has been edited by darkjeshush: Aug 12 2016, 04:43 AM |
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#148
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Forum Member Posts: 226 Joined: 26-May 15 ![]() |
Hi darkjeshush,
i cannot say much to F/M/T and UAI. Never played one. But in the readme it says: 246. Multi-class thieves and Swashbucklers' HLA tables are revised. QUOTE ~SETUP-EASE.TP2~ #0 #3 // True Grand Mastery (extra half-attack, etc.) (Baldurdash) It's not needed anymore: 37. The 'True Grandmastery' component of Ease-of-Use mod is now obsolete. Improved Anvil offers its own version with correct bonuses to attacks, consistent between ToB and BG2:EE. My Weidu.log: // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~DDRAWFIX/DDRAWFIX.TP2~ #0 #0 // DDrawFix -> Force DirectDraw Emulation: v1.0 ~SETUP-EASE.TP2~ #0 #0 // Infinite Weapon, Potion and Ring/Amulet Stacking ~SETUP-EASE.TP2~ #0 #4 // Shut Up "You Must Gather Your Party Before Venturing Forth" ~SETUP-EASE.TP2~ #0 #9 // Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression (Blucher) ~SETUP-EASE.TP2~ #0 #14 // Multiple Strongholds (Baldurdash) ~SETUP-EASE.TP2~ #0 #15 // Bonus Merchants (Baldurdash) ~SETUP-EASE.TP2~ #0 #18 // Imoen ToB Dialogue Fix ~SETUP-EASE.TP2~ #0 #21 // Romance: Bug Fixes (required for later components). ~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6 ~TOD/SETUP-TOD.TP2~ #0 #0 // Tower Of Deception Mod (Requires Throne Of Bhaal) ~TOD/SETUP-TOD.TP2~ #0 #1 // Improved Astral Shard Guardian ~TOD/SETUP-TOD.TP2~ #0 #2 // Encounter with Ustrain ~IMPROVEDANVIL/SETUP-IMPROVEDANVIL.TP2~ #0 #0 // Improved Anvil: v6.2 ~IMPROVEDANVIL/SETUP-IMPROVEDANVIL.TP2~ #0 #1 // NPCs will not complain about reputation and leave: v6.2 ~SETUP-THEFOUR.TP2~ #0 #0 // The Four |
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#149
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Forum Member Posts: 57 Joined: 19-February 09 ![]() |
ahh ok, I know swash UAI was removed, so I guess maybe multi thief has been removed also. That's fine then I guess, as long as it's not a bug.
I musta not used a FMT since v5 or maybe even earlier. It's been sucking all game pretty much. I thought i'd try putting up with its weakness in exchange for potential lategame tradeoff. Guess that's not gonna happen now. Without UAI it's pointless all the way. |
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#150
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Forum Member Posts: 226 Joined: 26-May 15 ![]() |
Playing TOB:
Somehow Valygar's Racial Combat counts when the 5 summons limit is hit. Maybe it summons an invisible helper creature to grant the bonus ?!? [attachment=4271:Baldr013.jpg] |
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#151
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![]() Premium Member Tactical reputation: 2 Posts: 6267 Joined: 23-February 08 ![]() |
Apparently, it does. I'll see what can be done about it, thanks.
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#152
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![]() little Bounaï ![]() Gold Member Posts: 1873 Joined: 17-August 07 ![]() |
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#153
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Forum Member Posts: 226 Joined: 26-May 15 ![]() |
A little cosmetic thingy:
[attachment=4272:Baldr016.jpg] |
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#154
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![]() Premium Member Tactical reputation: 2 Posts: 6267 Joined: 23-February 08 ![]() |
That's the ToB thing, it does not understand UTF-8. It won't be a problem with the future releases anymore.
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#155
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Forum Member Posts: 25 Joined: 30-September 13 ![]() |
Hi guys, Im kind of a new runner of IA (Im currently on my 3rd run on the mod). I have a question.
What is the xp/lvl limit of spellhold hell mod activation ? I have extremely painfull memories of my 2nd run (attempt) where I've gone underlevel and understuff to spellhold, because I was afraid of reaching this limit. I remember being mauled to death by a golem army on steroid (in the Rakshasa room). I had to design an insane strategy to beat them, which was so micro-management intensive that it killed my brain. SPOILER! Split the group in 2. The first one is led to the center room where my party and summons are waiting. The second one is tanked by the necro/mage under stoneskin on the first corridor. The mage closes the gates to the center room. One summon lures one golem from the corridor to the wall trap, then goes to the trap. Another summon enter the trap from the other side to block the golem, giving the trap time to trigger and one shot it. Then the mage goes with PFMW and tank the others until all protection spells goes down. The first group tries, slowly, to kill golems one by one and use 2 to 3 people/summons available to kite the other golems (because the golems often switch aggro). Eventualy it worked, after 1 hour IRL. Using that strategy zeroed my will to carry on, and before I gave up the game, I've took revenge on the poor and lonely Dace's daddy for all that those golems make me endure. Don't make me use that strategy again ! More seriously, I feel that there is a cap of physical threatening - THACO and attack/round from buffs/items/lvl - your team need to reach to go from hell to "doable without sweating" on several fights. This post has been edited by Alva: Oct 10 2016, 11:11 PM |
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#156
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![]() Forum Member Posts: 2878 Joined: 10-May 13 ![]() |
Improved spellhold triggers when AFTER your talk with Imoen you have:
-more than 2.35M exp on protagonist OR -higher than 14 level on protagonist I heard that there is another level of improvement to SH if your party has even more exp, but I'm not familiar with that(well, I'm always careful enough not to trigger improved SH, so 3'rd difficulty level would be probably waaaay too much) |
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#157
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Forum Member Posts: 25 Joined: 30-September 13 ![]() |
Thank you for the answer !
I'll be ready this time. The first level will be enough for me ![]() |
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#158
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![]() Premium Member Tactical reputation: 2 Posts: 6267 Joined: 23-February 08 ![]() |
Even if you screw up your XP or level a bit and enter the "2nd level of hell", it's all perfectly fixable. Just be sure you make a save before being dropped into the area with Imoen.
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#159
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Forum Member Posts: 226 Joined: 26-May 15 ![]() |
So, only Suldanessellar and WK lvl 5 left. Motivation is still high. Very good job with the new kits. I really like my Necro, Jaheira, Mazzy, Valygar and im bored with custom made R/C and B9/M. My next run will be with only original NPCs. Let's see if i manage to finish TOB.
A little curiosity: Whenever RVE is cast, it dispels all illusions of the party. Is this intended? |
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#160
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![]() Premium Member Tactical reputation: 2 Posts: 6267 Joined: 23-February 08 ![]() |
QUOTE A little curiosity: Whenever RVE is cast, it dispels all illusions of the party. Is this intended? I am not sure but probably. It isn't something that I've done personally. |
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Lo-Fi Version | Time is now: 16th August 2025 - 12:09 AM |