The Boots of Preserving are an extremely powerful item. It provides immunity to backstabs an dispelling effects (such as Khelben’s Warding Whip, Breach, True Sight, and Dispel Magic). I don’t think they should ever be used on an arcane caster at all. This includes thieves with HLAs using arcane scrolls to buff themselves with buffs meant to be self-only (like Tenser’s Transformation). The arcane caster already has access to immunity to abjuration and spell shield, and really shouldn’t have the further protection allowed by these boots. The fighter-mage types are so much more powerful than other characters in IA that I see the Boots of Preserving to be a valid item *to establish character class balance*. Thetruth already suspects that a fighter-mage could possibly solo IA! I wonder what a party of them could do... The boots of preserving would really boost the power of ranger-clerics (or other divine casters). Even so, I believe that these classes would still lag behind the power of fighter-mages. Even less abusive would be to add the boots to a pure fighter or a thief (a thief not using self-only buffs from scrolls). I chose that route as the kensai is my protagonist. Once again, I still would bet money on arcane casters over any other class, even when that class was wearing these boots. Layene was scary with double length duration time stop with improved alacrity and a quickly emptied spell book! My own sorcerer will take care of her.
You don’t have to pick up the boots as soon as possible. (You can’t until Watcher’s Keep opens anyway.) I got them at level 26. The Pontifex fight required a reload. Previous strategies don’t work. The old tactics components have become much more difficult because they now use Sikret’s scripts! If you want another nice challenge, I recommend installing this component. You don’t have to pick up any item at all from the fights - thetruth doesn’t. And the XP that you earn really is only a very small percentage of the XP that you will earn completing IA.
If Sikret judges these boots to be a bit powerful, I request that he make a pair that are more balanced. I think even a pair of boots for only fighters that allow the casting of immunity abjuration and spell shield once a day would be nice, or something more simple like 20 rounds of immunity to Breach, Remove Magic, and Dispel Magic.
Personally, I think the Boots of Preserving are fine as they are for a fighter. It’s not like you will be getting them very early any way. I may change my mind after using them for a while, however. Personally, I use them like a buff prior to character-known tough battles. Meanwhile I wear the Sikret’s boots of improved haste! Of course, I realize that the boots of preserving are not necessary to win. After all, I survived until Level 26 without them.
Combining the Boots of Preserving and the Judgment Day sword results in an extremely powerful character, and should probably be avoided. This combination is probably more powerful than going the evil route and allows you to legitimately face the tough optional encounter. However, the Flail of Defending and Wounding (FDW) does allow more raw damage and in combination with evil responses can allow you up to 30% more resistance to physical damage – at the very end of the game. Using Judgment Day sword and Defender of Easthaven gives you a bonus 15% physical resistance for most of the game compared to FDW and evil responses. The problem I have with this is that I believe the Judgment Day sword is too much of a good thing. I’m afraid that it would become a serious crutch to my play. FDW may be another item that is too much, but at least its defensive ability is not quite as extreme. The Judgment Day sword can even protect you from magic (Mirror Image, Globe of Invulnerability, Spell Turning, etc.) which is the bane of every pure fighter. For this reason, I’m presently inclined to skip using the Judgment Day sword. I will probably give myself the money to purchase the scrolls and pay for the forging of this sword, but I will NOT use the sword. I will forge the sword simply to face the optional encounter (although I won’t be surprised if I require tactical help then). I hope you don’t have to wield the sword in order to trigger the encounter…
While advancing my tactical skill, my goal is to finish with as few reloads as possible. Once that happens, I will likely start dropping the use of powerful items. Thetruth completed IA without the use of any but stock game items (many which have been nerfed); so, I should be able to also do that eventually. I don’t think that I will go as far as thetruth did because I love neat gadgets, but those items that make my game too easy for me will not be used. I may also consider limiting the amount of XP that I accumulate, but am not sure on the best way to do that. I found the improved encounters of IA 4.2 to be very difficult with low level, poorly equipped characters, but pleasantly challenging as I gained experience and equipment.
An adjustment that I hope to see in future versions is less use of immunity-abjuration by foes in battles available in Chapter 2! Also, and I know I may be in a minority here, but I would like to see more of the side quest type battles made a little less difficult, and the boss battles (demon lords/princes, bohdi the second time, Irenicus in Chapter 6, dragons, demi liches, and stuff on that level of power) to be made *slightly* more difficult in some cases (some battles are plenty tough already!). In essence, demonstrate a clearer difference between mook battles and boss battles. Sidequests with plenty of storyline are always appreciated. Some day I will play RC and FM heroes to enjoy those new add-ons.