Thanx. Can you please help me with my Spell Shield problem? Where in the IA game can be found such a scroll? Do Duergar merchants in Unrderdark sell one, or has it been replaced? You may post it either as PM or in Spoiler tags. I will be grateful.
PC has reached lvl 40 in WK dungeon, lvl 3.
HLAs:
All of the wizard HLAs
Thief: 1 Spike trap, 1 Exploding trap, 7 Time traps, 1 Evasion, 3 Greater Evasion, 3 Avoid Death, 1 Assasinate, 1 UAI
Warrior: 1 Power Attack, 20 Critical Strike, 1 Smite, 1 WW, 19 GWW, 10 Hardiness
Meanwile, with a little thinking and a little reloading, PC managed to devise an always-working tactic versus the Prince of Undead and his army.
The tactic is solely based on melee and 17 protective spells(11 proMW and 6 Absolute Immunities), with additional scrolls in pack if things get rough, plus 5-6 Spell Immunities and 4-5 Spell Turnings(great anti ruby-ray tactic)
The other buffs which help immensely in order to finish Orcus' minions after he's slain, are Blur, Mirror Image, Minor Sequencer with those spells, Fireshields(Red and Blue), Stoneskins, Skull Trap spells, Protection from Energy, Horrid Wilting spells, Teleport Field, and an Improved Alacrity spell(seventh 9 lvl slot).
The tactic is primarily this(I tried to write it down but it got messed up at the time when Orcus fell).
I had 9 ProMW remembered. 1 was in CC, as was a GoI and a Pro Magic Energy. In my Contingency was Improved haste. All of these contingencies were made with a single purpose: to free me more 6-th level slots for proMW. Also, I had Imprhaste and ProMW, plus GoI in my Spell Trigger.
Globe of Invulnerability(anti ruby-ray), while shorter-lasting than Spell Turning or Spell Deflection, is still more useful in this fight, because Brides cannot remove it with their Domination spells, while Spell Turning or Deflection can be removed with 3 Dominations.
The tenth 6 lvl slot was occupied by ImprHaste(ring of Wizardry grants me this slot).
The most important things in this fight were to:
Keep PC always Protected from Magical Weapons, without letting the previous one expire, but also, never refresh too early. Also, PC must be well protected from Orcus's ruby Rays. I usually don't let him lower all of my protection(including SI:A) but instead counter his raying by immediately re-casting Spell Turning when he manages to Ray it. It requires some practice(managing to keep both ProMW and Spell Turning active at almost all times), but it's not hard to learn.
Of course, SI: A must also be refreshed. Since Orcus is immune to Breach and Remove Magic, my 5-th level slots were occupied with SI,and my 3rd lvl slots with Skull Traps.
When all ProMW have expired, there is a thin moment: Absolute Immunity cannot be cast on top of the last ProMW. Orcus's melee attack dispels specific protections(elemental protective spells), but does not dispel spell protections, or Improved haste, or Stoneskin or Spirit Armor. So, in order for AI to be cast, the last ProMW must first expire(if the tactic is right, at the time of the 10-th released PC ProMW, Orcus's last ProMW had just expired. When the last ProMW nears its expiring, PC must check carefully each moment his Character sheet, for only a Stoneskin(10 enemy strikes) separate him from oblivion(on Insane difficulty, that is) in a mere second. When ProMW expires, if Orcus succeeds in successfully hitting PC, then PC's elemental resistance buffs will be dispelled. This is no big deal, since enemies in this fight don't use any spells which deal elemental, acid or magical damage. However, this affected my tactic for the moment when Orcus was slain and I had to deal with his numerous enemies, which had me completely surrounded in 4 circles(teleport field just doesn't help against such masses).
Orcus usually dies when I have an Absolute Immunity spell activated soon, and 3 or 4 more memorized AI spells, unused so far.
Also, Orcus doesn't die alone, since, when he's protected from MW, I concentrate my attacks on nearest enemy in *this* order: Grandlord, Lord, Master Vampire, Vampire Bride.
Usually, PC has slain at least 4 Grandlords, 4-5 Lords and 3-4 Master Vampires, plus a fair number of Brides when finally Orcus dies.
As I said in my previous post, Master vampires tend to die a lot more harder than puny Brides. However, as many Masters as possible must be eradicated while PC has his Improved Haste spells(3 total), since later, when Orcus is dead, the Master vampires can summon additional Brides, which, although not very tough, tend to be quite distracting(not to mention their turning into bats/gaseous form when they die, thus successfully blocking PCs path for a round or two, while at the same time, Lords and Grandlords, due to their two-handed weapon reach, hit PC from a safe distance behind Gaseous Forms.
When Orcus dies, PC has protective spell running for at least 2 more rounds. PC activates his(one and only) IA spell.
PC casts ProMagicEnergy
PC switches Girdle of Lordly Might for Belt of Inertial Barrier(prot from Magical energy thus becoming 100%).
PC releases 9 Skull Trap spells(6 memorized, 3 from Spell Sequencer) in a blink(reduced casting time by 4).
PC waits for all of the traps to trigger, then starts activating ADHW spells for the rest of the Brides.
PC also activates a Teleport field(clears place for PC to move after the Brides are dead).
PC activates illusion buffs(Blur, Mirror Image, as well as Protection from Evil)
PC activates Fireshields(red and blue) - work great vs Skeleton lords.
PC switches belts back(for the AC and Str Bonuses)
PC switches Circlet of Golden Flowers for Helm of Balduran or Indigo Ioun Stone(for AC and THAC0 bonus)
PC switches Ring of Wizardry for another Ring of Protection +4(for AC bonus).
The spells kill almost all of the Brides, and some even manage to hurt the tougher enemies.
When the gaseous forms disappear, PC barricades in one of the rooms nearby, thus the maximum number of enemies which can hit him at a time are 2.
Well, not always. Master Vampires summon Brides around PC, meaning: inside the room PC has occupied. Brides, however, almost never penetrate PC's Armor Class(only on critical).
So, Brides are no concern(plus, there are few of them after the recent carnage).
Lords are killed with only illusion buffs active. Same tactic works for Master Vampires.
Grandlords, having a great THAC0, almost always hit(even with a great AC). So, the rest of the Grandlords are killed under the rest of PC's Absolute Immunity spells.
GWW attacks start to be useful after the last ImprHaste had expired.
PC usually ends the fight with 2 stoneskins, a minor sequencer and 1 protective spell(AI) unused.
PC has also cleared the whole 3-rd level of WK dungeon. The toughest fight(since demon fights are unmodded) was with the Tieflings.
The regular Thieflings are unmodded(meaning, they still activate Assassination while double-wielding axes +2). The only modded enemy is the Mage.
He(apparently) is a high level Wild mage, since all of his spells are cast successfully. In addition, he summons Elite Planar Hounds, which are great in melee and their melee attack dispels elemental resistance buffs plus Stoneskin. Meaning, that even if a fully buffed character enters this place, when his ProMW had expired, he is slain in a second.
The always-working tactic for my solo was:
Activating Improved Alacrity in the previous room(the one with the dead tree inside, where Demon Knights appear)
Immediately entering the room with the Tieflings
Pausing the game
Activating as many as possible Time Traps(usually 4 or 5).
Killing the Hybrid Tiefling and his 2 elite planar hounds under Time traps with powerful melee strikes.
The rest of the fight is easy.
The High Priestess card from the last game with Aesgerath makes the character playing permanently silent, even though my PC was wearing the Amulet of Power(immunity to silence). No matter, I've met with this bug before, so I left the maze, headed back to town, and used one of the previously stored Remove Curse scrolls to cure my permanent Silence. No other option works in this case: PC cannot talk to NPCs in order to join an additional mage/priest who can cure the silence, cannot talk to temples(again, for remove curse), and cannot talk to merchants(i.e. if the scrolls haven't been bought previously, there is no chance save reloading before the game). Reading scrolls, although PC is silenced, works however(this might help in a battle when some characters are Gravely Silenced - they can still cast spells from scrolls until their Silence wears off).
Now, PC has some troubles with the Githyanki army, since he hasn't yet found a sound strategy. The only successful attempt so far included 3 Restings via Wish. Not very sound strategy, IMHO.
P.S. Does anyone know where to find a Spell Shield scroll in an IA game?
The Gith army had been soundly defeated. 3 times in a row. Here's the combat tactic(at least with a 40/40/40 lvl F/M/T).
Note: since in this fight the thief skills of the characters were of no use, a high-level F/M can also do it in a similar way, only in this case the pre-combat triggering of the Time trap will be replaced by an activated Time Stop spell instead.
PC came for this battle buffed with SI:D and illusion buffs, thus negating anti-paladins targeted Maze spell, and Ruby Rays of the Supreme leader.
PC buffed well and triggered a pre-laid time trap using a summon. During the time trap, PC entered the Gith quarters, and reached the ship. The goal was to close the three main enemies: the Supreme Leader, Mlar and Hr'acknur.
This tactic had been devised via much reloading. If one concentrates on the Supreme leader, he will soon find out that he's unkillable while Mlar and Hr'acknur are still alive. If one enters the Gith quarters without a Time stop effect activated, then he will be swarmed by horde of Gith at first, and afterwards, a horde of golems created by Mlar and Hr'acknur, and this horde of monsters will somewhat prevent them from reaching the Golem Constructors.
Note: The Supreme leader is, of course, a high-level F/M, armed with Angurvadal(nasty fire damage from the sword, spellcasting disruption). His Gith arny is apparently armed with Normal weapons(well, maybe except the Anti-Paladins, I'm not sure about their armaments), while the Golems strike with magical weapons(fists). This somewhat foiled the usefulness of ProMW spell.
Back to the tactic: under a single Time Trap, PC reached the Constructors. The trap ended, the Supreme leader gave his speech. PC attacked Mlar.
Note: I think that Mlar is a shapeshifted elemental golem, because he creates Gem and Coin golems, and also has the same resistances as an Elemental Golem(plus he and Hr'acknur are immune to Time Stop effects).
After the beginning of the attack on Mlar(CF main, scarlet off), PC cast Absolute Immunity, because of the mixed normal and magical attacks around him.
With the help of 3 Critical Strikes, Mlar was brought to Badly Injured.
PC refreshed AI on 4th round.
With 3 more Critical attacks, Mlar fell, and PC was even able to bring Hracknur to Injured.
Note: If Mlar is alive, Hracknur seems to be a lot harder to kill(as if Mlar has some sort of protection aura).
With another Absolute Immunity spell, Hracknur fell and PC calmly activated his Improved Alacrity.Then PC cast:
Ruby Ray of Reversal(effective casting time 1) on Supreme leader
Ruby ray again on leader
Remove magic(effective casting time 0)
PC waits a sec for Remove magic to take effect and Leader to cast Stoneskin or Absolute Immunity.
Remove Magic
Greater Malinson(effective casting time 0)
Greater Malinson
5*skull traps(effective casting time 0)
4*Sunfire(effective casting time 0)
a second waiting for Sunfires to explode.
Remove Magic
Time Stop
The AoE spells killed almost all Githyanki, and also almost all Clay and Stone golems(Sunfire).
With Mlar and Hracknur dead, and 3 Time Stops memorized, it took PC only a couple of rounds to slay the Supreme leader(his buffs have been already dispelled).
Unfortunately, when the Leader fell, so did the surrounding Coin and Gem golems. No matter in this case: PC is rich and has hit the xp cap.
Saladrex was slain with this cheesy combo: IA in front of him, 4 or 5 Time traps laid simultaneously, attack, hit until death(poor critter didn't even have the time to cast Stoneskin).
The Demi-Lich gave me a little hard time, since it lowers Acid resistance, and even with ProEnergy, my Acidic resistance was 25% at the end of the fight. I advise consuming potions of Acid resistance(at least 2) in this fight, on top of usual spell protections. The Demilich also tried lowering my Elec resistance, but PC had Prot from Elements running, thus foiling somewhat Demilich's tactic. Yet the Demilich managed to lower PC's elec res to 75%, so consuming a Potion of Absorbtion is also a good thing in this fight. The demilich also lowers Fire res, but in this case, due to the additional Fireshield running, PC's Fire res was very hard to be lowered below 100%.
Plus, the Demilich summons 2 golems, which must be killed, because, while they're still alive, the Demilich is protected by a permanent Absolute Immunity.
Hesperus proved its might in this fight, dealing 3-4 damage per strike to the demilich.
SPOILER!The demilich has quite a lot of treasures...the lost scroll of Protection from Magic: with it I reforged the new Ring of Gaxx, the Defender of Easthaven, the Yamato sword, and of course, the Dagger of the Star: helped me to forge the Grandfather of Assassins. PC also reforged the last of the 'vanilla' artifacts of Cromwell: the Short Bow of Gesen
The rest of the 4-th level WK was easy, since almost none of the other monsters were improved, maybe Rock was a little(immunity to Breach, uses HLAs a lot more wiser than in the vanilla game).
The final seal, WK(lvl 5):
Here the tactical challenges were great for a solo. But the contrast with the almost unmodded Final Seal guardian fights is obvious. Even the mighty Demogorgon(compared to, say, the Ancient dragon) is like a baby with a stick. Only the demon lich in the final seal is somewhat modded(summons Skeleton Grandlords and Greater bone golems).
But, besides that, I was pleased by the great tactical challenges provided by the Globes' fights(final purple and last 2 red), the Orcish Horde and the Ancient Dragon. I will write about each strategy as thoroughly as possible.
The fourth push of the Purple button releases 4 Grave Liches. PC was well buffed, with illusion buffs too, but the Spell Immunity running was Abjuration.
Grave liches appeared. Contingency(ProMW) and Chain Contingency(triple ruby ray on target) were released. As a result, one lich was without spell protections.
Grave liches started all casting True Sight(illusion buffs buy me 1 round). PC cast Improved Alacrity.
Grave liches cast True Sight and approached PC for melee. No luck, PC's protected from Magical weapons.
PC cast:
Ruby ray *2 on one of the liches(casting time of ruby ray 1).
Ruby ray *2 on another
Ruby ray *2 on the last protected lich.
Remove magic(cast time 0).
All liches activate ProMW.
Remove magic
Time Stop.
Melee with Hesperus main and scarlet off (9APR).
Game over for liches.
Third Red button push: the first two released 4 Coin and 4 Gem golems respectively.
The third push released 2 Ice and 1 Elemental golem.
I did some reloading here, but finally devised a strategy.
4 Time traps were prelaid in the spawning area, 3 more were set a little far away.
Before the start of the fight, were consumed 12 potions of Cold resistance, created with the Wish spell.
In addition to usual buffs, PC was running SI: Abjuration, and had many proMW spells remembered, five Time stops remembered and 2 Improved alacrities.
PC summoned the golems. A time trap triggered.
Using GWW attacks and Volcano axe, all of the traps and several time stops, PC killed the Ice Golems(volcano fire damage is great). PC also kept himself protected from Magical weapons while killing the golems. A little balance in between ProMW, GWW and Time stopping is required. Also, autopause on end round is of immense help, as is track of rounds.
The total quantity of ProMW for this fight were: 1 in contingencies, 1 in trigger, 7 memorized.
Improved haste spells: 3 memorized, 1 in trigger.
After slaying the Ice golems, the Elemental golem was a little threat to my PC. PC had potions of absorbtion too, but decided not to drink them: the golems were anyway seldomly penetrating through his AC.
Note: when Time Trap and Time Stop effects end, all of the released by the Ice Golems spells will affect the PC almost simultaneously. These golems usually release a lot of Lowering Cold resistance spells, some Remove Magics too, a special ability called Freezing wind which causes massive Ice damage and also Slows the target without a saving throw.
I advise refreshing SI: A when the last Ice golem falls, under Time Stop effect, because, if a Remove magic hits the PC without SI: A running after the TS end, the Remove magic will dispel unerringly all potion buffs. Since PC had consumed 12 potions of Cold resistance(anti cold lowering res tactic), he had to protect this potion buff via SI: A , at least until the Ice golems fell.
TS ended. Upon PC were released(under TS) several Cold lowering res spells, several Freezing Winds, several Ice storms, Cone of cold spells, etc. Due to very high Cold res(750 total with 12 potions * 50, a Prot from Cold spell(100) and an additional Fireshiels Blue), the Cold Lowering res spells were insufficient to bring PC's cold res below 127(on character sheet) The only spells which had some effect on PC were the Freezing Winds, which Slowed him. PC activated ProMW, right before the last TS ended, and fell a little back so that he wouldn't be surrounded by the Coin and Gem Golems after TS ended. TS ended, PC was slowed by Freezing winds, but he was away from the Ice storms area of effect(so that his further spells woundn't be interrupted). Then PC cast IA, followed by Improved Haste *2(which negated the Slow effect), and then killed the Elemental golem with Criticals. The rest of the golems were easy.
Note: Green protection scrolls stack. Potions stack. All potions stack. Potions which set your THAC0 or AC to certain value also stack, but since they *set* it, and don't provide Bonus to THAC0 or AC, their effect is the same. However, HP bonus from Potions of Heroism or of Power will stack(meaning, if you consume 10 potions of heroism, you'll get 10 times the benefit of extra temporary HP).
Potions of (Cold, Fire) resistance, of Absorbtion, also stack. But on character sheet is displayed only 127 percent as maximum resistance. However, if a character consumes 10 potions of Fire res, an enemy has to lower his resistance by 500 percent in order to bring it to 0. My guess is that Lower elemental resistance spells last maximum 20 rounds, so consuming 10 potions should be enough, plus additional ProElements, ProEnergy, fireshield, etc. spells, to foil any lowering elemental resistance tactic.
The last red button: releases an Ultra golem and a Greater elemental golem.
The tactic was: Permanent Time trap/Time Stop and ProMW, plus Critical strikes with CF main and Scarlet off.
Focus: the Greater elemental golem.
The GE golem releases his Purge magics once every 5(?) rounds. However, they cannot take effect under Time Stop.
Note: if a character, under Time stop, attacks a frozen in time enemy, with Critical strike activated, he will get no Critical strike message or damage: the dmg will be regular.
However, if an enemy is immune to Time Stop effects, and a character attacks such an enemy under TS, in this case, Critical Strikes will work.
With the help of 4 ProMW spells(and another from Contingency), 3-4 Time Stops and 4 Time traps, and a lot of Critical strikes, PC was able to slay the Greater elemental golem.
ProMW is absolutely needed in this battle, due to Ultra golem's melee attacks, which tends to rend an unprotected character Unconscious. Also, due to his elemental damage attack, he may disrupt a vital spellcasting.
The crucial moment, was, of course, after the end of the Time Stop. PC knew that all of the purge magics will take effect almost simultaneously, so he waited and immediately paused the game after all Purge Magics had taken effect.
Then PC cast ProMW.
PC slowly refreshed his vital buffs(Impr. Haste, Stoneskin, Mirror Image, Blur), while refreshing all of the time ProMW. PC had 4 more after the last TS ended, and one more in his Spell Trigger.
PC also consumed 2 potions of Absorbtion(additional bonus AC vs crushing -20 and 127% Elec res vs the Amber golem's Lightning shield).
With the help of 3-4 ProMW, PC killed the Ultra golem with Crom faeyr main and Scarlet off.
The rest of the golems were not very hard. PC focused on the Amber golems with Angurvadal long sword.
Note: Hesperus is a more powerful Slashing weapon, but there is a bug with its Sunray special ability on strike: after a Sunray is released, the wielder of the sword stops attacking the enemy, and even ordering him to attack the enemy fails: he must be ordered to attack a different enemy, or move, and then he resumes his normal behaviour. Thus, precious time is lost while trying to control this bug, and Angurvadal doesn't have such problems.
After killing the Amber golems, PC refreshed Mirror Image. With the remaining Mirror Images, and Stoneskins, PC easily killed the Coin and Gem golems.
The Orcish Horde was a test of endurance, nothing more. Enemies behave intelligently, mages have Ruby rays, but are low leveled, so here was a good place for SI: Divination and illusion buffs. The vital moment is the expiring of the Improved Invisibility spell, since it cannot be refreshed before expiring. Staff of the Magi provides with a good protection in this case, for a round or two, when II is finally refreshed.
The enemy orc mages were not very hard to slay. However, they apparently attack with undroppable +4 bullets in between spellcasting, and their attack rends the character Unconscious for 1 round. Orc warriors have good THAC0 and attack with normal weapons. Orc archers have +3 arrows at their disposal, and are not willing to waste them against a protected target(proMW, AI, ImprMantle). PC had 8 Impr Mantle spells memorized, 6 Absolute Immunities and 8 ProMW(plus one in Contingency and one in Trigger), and 2 ImprHaste(plus 1 in Contingency and 1 in Trigger). When there were little or no orc wizards around, PC used Improved mantle for protection. When there were many mages and archers, PC used Absolute Immunities or ProMW spells.
In a certain moment, the 8 memorized Remove magic spells ended(PC used them very sparingly btw), and PC had to attack the newly appearing Orcish wizards in melee with all of their combat protections running.
Maybe Huskar's lord armor would be of great help, but it disables spellcasting unfortunately.
The most notable fight in WK(and without question, the hardest one inside the whole WK) was the battle with the Ancient dragon.
A lot of reloading was done here before devising the always-working tactic.
At first, PC used illusion buffs and SI: D. Due to PC's high level, the dragon's Remove magics were unsuccessful. But they always dispelled PC's Mirror Images, and the dragon successfully lowered PC's fire res, so PC had to always keep ProElements and ProEnergy running, and fireshield red, and the fire protective items...Volcano, Supreme Shelter, Helm of Brilliance, Ring of Fire control. However, this tactic was not successful, but still helped me find out several things:
Volcano's axe description says that it grants 25% fire res, but it actually grants 50%.
The Improved Dragon Helm obviously does not confer bonus +45% fire, cold and elec res, but rather *sets* these values to 45%, if they were lower.
Potions of Fire Resistance's effect is dispelled unerringly by Remove magic.
So the final tactic:
PC consumed 8 potions of Fire Resistance before the fight.
PC buffed with Fire and Cold resistance spells, and Impr Invisibility, via a Sequencer(I needed all of my 3 lvl slots for Remove Magic spells)
PC also buffed with Mirror Image(8 memorized), Protection from Evil(5 memorized).
PC summoned an Ogre via a wand of Monster summoning.
PC cast a Magic Missile on the Ogre, thus triggering his Contingencies: ProMW, Impr Haste, Globe of Invulnerability and ProMagicEnergy.
Note: this has to be done this way. If a contingency containing ImprHaste spell triggers under Time trap or Time Stop, the ImprHaste takes effect after the TS effect ends, provided the PC is in the same place where the spell was cast(i.e. no moving under TS)
PC entered the lair.
Using the Eternal melody armor, PC was able to lay 7 Time traps in a strategic place.
This strategic place is near the entrance, and the traps are literally upon each other.
PC switched armor(Vecna) and approached the arch.
Ancient dragon appeared, gave his speech, summoned his minions: an Elite Nishruu, a Noble Efreeti, a Salamander prince.
The Elite Nishruu, besides being immune to magic(like a regular nishruu), also was highly resistant to plysical damage. Plus, it attacks with Normal weapons, so ProMW, while protective against all ofher enemies inside, will not help vs the Nishruu.
Plus, his attack, in addition to spell erasing&so, also removes elemental protective spells.
The Noble Efreeti lowers Fire res, and also has some other dangerous spells, plus protective spells(stoneskin), permanent Improved Fire Shield, and also is a great fighter.
The Salamander prince has permanent fire shield, and...that's about all there is for him. He's not a bad fighter either.
The place of setting the traps is cruical: they must not be near the place where the dragon is. The Nisruu has to trigger the traps, while the Dragon cannot approach PC for melee. The dragon does that by himself: the Salamander prince and Noble efreeti at their spawning points, when frozen in time, in combination with the relatively narrow archway, do that by themselves.
This has to be worked out several times, but afterwards, can be done every time.
Isolating the frozen in time Nishruu, PC killed it under 4 Time traps(no more activate even with 7 laid) and 2 Time stops, using GWW attacks when possible(a total of 6 were spent). TS effect was absolutely permanent.
Afterwards, using another 2 Time Stops, 2 ProMW and the Poseidon's wrath, plus a GWW attack, PC killed the Noble efreeti.
Note: Ancient dragon's melee attack rends character unconscious for a round. The Time stop must be permanent, so if the Dragon manages to incapacitate PC, that's it. So, ProMW is essential.
Besides, ProMW must be refreshed in such a manner, that it is still active after the 4th and last TimeStop.
The Salamander prince can also be killed under the last TS. If this isn't done, however, it's no such big deal, he may be killed after TS ends.
In the last seconds of the last TS, an Improved Alacrity spell was activated. Then casting order is this:
Fireshield red(cast time 0)
Remove Magic on dragon(0)
Avoid Death
Evasion
Greater Evasion
Hardiness
SI: Abjuraion(casting time 1)
Spell Turning(cast time 3).
Usually in the middle of this casting TS ends. The released by the dragon spells, breaths and abilities rain upon PC. They do absolutely nothing, except breaking PC's concentration and he loses his Spell Turning.
PC gets buffeted, suffers several Lower Fire resistances, dragon fear, remove magics. Also Greater commands and similar spells,
Due to very low saving throws(evasion and gr evasion stack), save or else spells and effects are resisted.
Due to combat pre-buffing with fire res potions, the Lowering fire res spells do little.
Due to newly-activated SI:A, dragon's remove magics are negated.
Dragon breaths do nothing due to high fire res.
Note: If a character enters protected with Deflection, Turning, Trap, GoI and SI: A, first, his SI: A will almost expire when the TS effects end, and secondly and more importantly, under TS, the dragon will release at least 5 or 6 Ruby rays and several Breach spells too, immediately dispelling PC's protections after TS ends. In addition, Turning/Deflection/Trap are absorbed by enemy's Efreeti and Salamander Prince in close combat during TS.
That's why PC entered protected only with GoI. It doesn't get removed by pounding fireshield-protected enemies in melee, and also, its short duration hasn't expired when TS end, thus it provides PC with 1 Ruby Ray protection.
PC survives all spells and effects undamaged.
Dragon activates Stoneskin.
Afterwards PC casts Spell Turning(total 8 memorized, 2 already wasted).
Salamander prince(if alive) appears to do melee. Ancient dragon ruby rays.
PC activates critical and GWW, slaying the Prince in 2-3 strikes.
Ruby ray in the meantime hits PC, removing the still-running Spell Turning.
PC casts Remove Magic and Mirror Image.
Dragon refreshes stoneskin.
PC refreshes proMW and IA.
PC casts Ruby ray on dragon(casting time 1)
Dragon casts Ruby ray, removing PC's GoI
PC casts another ruby ray.
Dragon casts another Ruby ray, removing SI: A.
PC activates Trigger with GoI, Spell Deflection and ProMW, refreshes Improved Haste and casts SI: A
Dragon in the meantime Breaches. Ha-ha.
Dragon ruby rays afterwards. PC in the same time casts Spell Turning(casting time 3).
This Ruby raying-Spell turning casting is repeated 2 or 3 more times.
PC has at least GoI and Spell turning running when the Dragon decides to stop raying and starts to fight in melee, occasionally buffeting and breathing on PC.
My guess is that the dragon checks if his remaining Ruby rays are sufficient to remove all of PC's spell protections. If not, tre Dragon stops raying. I think so, because, while my GoI and Turning were still running on top of SI:A, the dragon didn't ray me. At the second the GoI expired, the dragon(apparently with 2 ruby rays left) tried to pierce through my spell defences. But PC's aura was also clean, countering this move by casting Spell Turning(6-th or 7-th turning cast in this combat).
The dragon uses several ProMW, which were either countered with Remove Magic or Breach(3 breach spells and 8 remove magics total).
The dragon activated several Armor of Faith spell. Apparently, Armor of faith cannot be removed with Remove magic: it has to be Breached. My Breaches ended, so I used a Wand of Spell Striking 3 times. Removing Armor of Faith is vital, because, PC didn't do enough damage while the dragon was Regenerating.
Thanx god, the dragon had only 1 Heal spell.
While the dragon switches Regeneration(cannot be removed either by Remove magic or Breach), my tactic was: GWW attacks with only Crom Faeyr. It dealt enough damage to actually harm the beast(11-13 crushing, 2 electrical per strike).
PC's proMW were enough to slay the beast, although he was ready to activate a scroll if needed.
PC also ran around a little, when his ProMW wasn't active and he had to Breach the dragon with a wand.
PC also had to refresh Stoneskin once and SI: Abjuration one more time.
SPOILER!
So, PC finally found the scroll of Spell Shield on the body of the Ancient Dragon. He also found the Dragon's Bane halberd(of course, where else, there are no more dragons, why not now).
A bug appeared: while bringing the halberd back to Cromwell for upgrade, the item disappeared from PC's inventory when entering Cromwell's home.
PC reloaded and decided to wait for Cespenar to create the Dragon Lord halberd.
PC left the Dragon's bane and with the Permanency scroll, found on the body of the Dragon, forged the Hammer of Thor.
Saros's experiences from the entrance of Suldanesselar till Gromnir's death:
Saros wasted a lot of time to transfer the important bulk of his treasure to WK, 1st floor containers. The rest of the items were sold.
Saros also assembled the Noble staff of Air. Lacking permanency scrolls, he couldn't yet assemble the Noble staff of fire. He also upgraded 10 Cloaks of Protection +1 to 5 Cloaks +2.
Inside Suldanesselar, Saros found no real resistance. He used his Improved Alacrity + protection removal spells + criticals to quickly slay the Drow fighter/mage, Raamilat. Because of this, Saros was able to loot 4 scrolls of ProMW from his corpse.
The Noble rakshasa, accompanied with Horrid Rakshasas(all dispelling elemental protective buffs on strike), had mixed melee attacks, and once the elemental buffs of a character are dispelled, the Rakshasas immediately release powerful AoE spells(Dragon's Breath, Horrid Wilting). In addition, Horrid Rakshasas melee attacks are considered to be magical(at least +4), while the Noble rakshasa attacks with Normal weapons. Meaning, no Improved Mantle or ProMW will offer protection from all their attacks. Fortunately, Absolute Immunity does. The Noble rakshasa has more than 1 Absolute Immunity, so high-level remove or dispel magic is essential too.
The Black dragon was relatively easy. No pysical resistances, so fell to a couple of powerful attacks after spell and combat protections were dispelled.
With the Permanency scroll found in these fights, Saros travelled back to Athkatla and assembled the Royal Elemental Staff(I suppose this weapon is gonna be great with GWW attacks).
The rest of the fights inside Suldanesselar were easy.
Irenicus on the Tree of Life fell exactly under 1 Time Trap and 1 Time Stop. He even didn't have time to cast one spell(except for starting contingency). A nice move btw, since PC in Hell still received the scrolls from his body. 5 Absolute Immunities are a good add-on.
The Hell trials were apparently unmodded. However, the last battle was.
Irenicus summoned: A Baalor, a Demon Lord, a Noble Marilith, and an Elemental golem.
The first time the battle was tried under Time Traps and TS. Not too good, though. Enemies are immune to TS, all except for Slayer Irenicus.
So the strategy was:
Summon Planetar.
Spell Protections running: in addition to long-lasting buffs, ProElements and ProEnergy(some of the monsters lower Fire res, don't know who exactly, didn't read), SI: A, Spell Shield. No Fireshields.
Note: the Noble Marilith and the Baalor run their own undispellable Fireshields, as does the Slayer. If a character who's Fireshielded is engaged by Fireshielded enemy, his spellcasting will be interrupted due to collisions in between fireshields(a bug?). Anyway, if an *unprotected* by fireshields spellcaster is engaged in melee by a fireshielded enemy, his spells will not get interrupted by the Fireshield's effect.
So, the fight started. PC's contingencies triggered, thus granting him GoI, ProMagEnergy, ImprHaste, ProMW.
PC cast IA while enemies killed PC's planetar. PC had 6 total IA spells remembered.
Under IA, PC cast 3 Rays on Slayer, and 4 on Demon Lord. The unremovable spell shield bug was apparently active on the Demon Lord, since none of his protections were removed.
PC cast Remove Magic and started pounding the Noble Marilith(who had summoned 2 other Mariliths). Marilith cast ProMW, PC cast Remove Magic, Critical, GWW, attack with only Hammer of Thor. Marilith was unable to survive this round.
The marilith had to fall due to his Ruby Rays on PC. No other enemy apparently had Rays except for the Slayer.
PC killed afterwards the Baalor, using another Improved Alacrity and similar tactic as described above, with refreshing ProMW.
The Baalor fell in the middle of IA's duration. So, with the 2 fireshielded enemies dead, and the Slayer with no Fireshield(3 Rays + several Remove Magics), PC cast Spell Deflection and Spell Turning.
PC used Improved Alacrity for combining Criticals and GWWs and focused on the Demon Lord with Criticals. He fell after a couple of rounds.
PC refreshed SI:A and started hitting the Elemental golem with Criticals.
PC kept his ProMW active, spell protections also active(with the help of a Trigger: GoI, Deflection, ProMW). PC also refreshed ImprHaste(2 total remembered, 7 total ProMW remembered, 1 Spell Defl remembered). PC killed the Elemental golem with Criticals.PC refreshed SI:A.
PC was relatively low on Criticals(11 total) and GWWs were 12-13, plus one WW. But still PC killed the remaining Gem and Coin golems with Criticals(3 used). An unwise move.
PC focused on the only one left: Irenicus. Apparently, Irenicus' regeneration rate was too high for even my 25 str, Hammer of Thor main and CF off(10 apr with Impr haste and gauntlets of extraordinary spec). PC just couldn't hurt him fast enough. With no pre-laid time traps in safe areas, and ProMW almost gone(1 left) things looked bad. PC summoned a Noble Djinni and a Noble Spider. The Spider summoned more spiders. Irenicus killed the Spiders, but the Djinni kept him well occupied.
PC focused on Irenicus with GWW only with CF, and the damage was still not enough. So finally, PC used his last 3 IA spells to apply 8 total combos of Critical + GWW + Hammer of Thor only attacks. This worked.
Illasera fight: tricky Illasera. My guess is that she's a high-level F/T, since she didn't cast spells, but rather used(and had) scrolls. Plus, she came under SI: D activated, totally invisible, remaining invisible after each attack.
PC protected himself for 20 rounds(I guess), trying everything possible: remove magic, True Sight, etc. No AoE spells remembered, but I think that they would be useless anyway.
Now I understand that Illasera had Mislead on her, hiding her Misleaded image somewhere far away in the woods, so that I couldn't remove her permanent Invisibility. I guess that Farsight or Wizard Eye(or with a larger party, scouting around) would be of good help.
Anyway, her Mislead waned and PC cast IA, killing her with GWW+ a couple of Remove Magics + Criticals. She had some nice scrolls, including 2 Absolute Immunities.
Gromnir fight: his Ancestor protects him. The Spell Shield on Karun the Black was unremovable, so PC just Stopped Time 4 times and killed: first, the mages, second, everyone except Gromnir, third, the Ancestor, TS ended, PC killed Gromnir with Criticals.
Too bad, the Roranarch's horn is nerfed. Immensely nerfed. So I used it to forge the Staff of the Ram +6. Also, were forged(in addition to the other Cespenar normal upgrades available), 6 Improved Cloaks of Protection(so that PC is never out of ImprInvis or ImprHaste spells)
Note: the Dragon Bane disappeared from PC's pack when he entered Pocket Plane. I don't know what happens here: is it a quest thread(halberd being stolen), or simply PC doesn't match certain requirements in order to forge the Dragon Lord halberd, or simply a 'punishment' for my cheesy style of play.
The newest adventures of Saros.
Frankly, I'm a little disappointed with ToB so far. The only exception is Draconis.
I've played Ascension, and I find Ascension ToB to be a lot more harder so far, compared to ToB IA 5.0. Illasera, Gromnir and Yaga-shura battles are IMHO much tougher in Ascension. Maybe, combining Ascension and IA 5.0 somewhat will make these battles more challenging.
So, Yaga-shura's fortress.
PC bought everything valuable from a frendly merchant in the Forest of Mir.
PC also met with some Improved fire giants. Surely, they have improved melee abilities, but are otherwise weak.
So PC stormed the Marching Mountains fortress.
Inside, there wasn't much real resistance for PC. However, here are some tips:
Elite Fire Giants each carry 1 potion of Magic Shielding. That's why they better be killed under previously activated Time Stop(as PC did).
Brennan is Immune to Time Stop, but is otherwise nothing special or hard to kill.
The Axe of Unyielding +5 has been nerfed a little.
The Ravager +6 is unnerfed and thus is one of the best weapons for a warrior.
Yaga-shura: In the first fight, PC applied Ascension tactic. Meaning: killed the Lieutenants first. Much to PC's surprise, new Lieutenants spawned. After a while, another set of lieutenants spawned. PC reloaded and went for Yaga himself. With the usual Imroved Alacrity + GWW + Critical + Breach/Remove Magic, Yaga-shura fell in exactly 4 rounds. The rest of the enemies fled.
If Yaga-shura had the same resistances as he has in Ascension, this tactic would've been impossible and PC would have fo fight all enemies together.
The Oasis: a little improved fight, because the vanilla archers are replaced by Gem golems, there are 2 captains + the general, 2 high-level F/M and 2 high-level clerics. PC, however, had contingencies with several protective spells, including Spell Defl, GoI, Impr. Haste, ProMW,cast IA, cast his 0 time casting buffs, and also SI:A(casting time 1) released 6 ruby rays(3 for each Battle Mage), cast Remove Magic, and afterwards Stopped Time.
Under 3 permanent Time Stops, PC killed almost everyone of importance(all clerics and F/M, the general, his 2 captains, and several other Pikemen.
1 TS was left just in case. Gem golems were killed with Criticals.
Note: Pikemen have(and will consume) potions of Fire Giant Str almost immediately. Since these potions are vital for my PC(with such a potion + the Girdle of Lordly Might, PC will always have 25 str for 10 turns with any weapon), PC stopped time and afterwards killed the rest of the Pikemen, thus collecting 4 or 5 more potions of Fire G str.
Note: Battlemages each carry 5 scrolls of Protection from Magical Weapons, and a scroll of Improved haste. Killing them quickly this way, allowed my PC to collect 10 additional ProMW weapons, which may prove vital in the final fights.
Note: Impr Haste scrolls are vital(as are Invisibility scrolls, but there is enough of those) for forging additional Improved Cloaks of Prot +2. Cloaks of Prot +1 are abundant, as are Laeral's tear necklaces(amnish guards random slots, and other enemies random slots). Gold, with Wish from a wise character, is also limitless(a little patience is required, and assembling valuable wands via Wish). So, the only limitation is the quantity of ImprHaste scrolls, and so far, PC has found 10 total. 1 was written in spellbook, so PC has already forged 9 Impr Cloaks of Prot.
These Improved Cloaks cast Impr Invisibility and Impr Haste(as if cast by 20 lvl wizard). This frees my PC some vital 6 lvl slots(no need to memorize ImprHaste anymore), which are better occupied with ProMW spells.
Amkethran quests were unmodded. With one exception: the Smugglers shoppe is no longer the best place to rid of all your valuable equipment. Having seen all of SoA and ToB shops, I may say that the best place to sell some equipment is Reira in the city of Suldanesselar: she offers the best prices possible. Second place holds the Svirfneblin merchant in Underdark.
Anyway, PC bought everything valuable from the Smugglers, including the Rod of Reversal.
PC also took Malla's soul Stone from Vongoette and killed the lich. He was unmodded.
PC stormed Abazigal's lair.
Draconis: well improved, maybe the best improvement I've seen on him ever. Took me 2 reloads to find a proper tactic:
Draconis in his human form summons Invisible Stalkers(cannot harm my PC even without protections on). However, Draconis is not a bad F/M. But he couldn't survive my Improved Alacrity+ 3 Ruby Ray + GWW + Remove Magic/Breach for his Hardiness. He fell in 3-4 rounds.
Dragon form: well protected, but doesn't cast SI: A from his starting contingency, which makes him vulnerable to Pierce shield and pierce Magic. However, he likes to cast Spell Turning and Ruby Rays.
It was a wizard duel: PC had almost permanent Improved Alacrity(6 memorized), and Draconis, naturally, has always cleaned aura. Draconis ruby rayed, but PC kept his spell protections active, and also ProMW running. Unfortunately, Draconis lowers Acid Res., and PC fell under Acid Breaths.
Second attempt: PC forgot to buff with ProMagicEnergy and Draconis killed him with CC: 3*ADHW. Ironic. I've killed him many times with the same CC...
Third attempt. PC protected himself from Magical Energy and also drank 10 potions of Acid res before the start of the fight. PC has about 200 of those(bought each available in the game), but also, these potions can be assembled via Wishing.
To remove the protection granted by these potions, only a successful Dispel or Remove(or Purge) magic must be cast. Breach will *not* remove a buff from a potion or from a Green Protection Scroll.
Since PC was always well protected from Remove Magic with SI:A, Draconis had no chance to lower his Acid resistance this time.
However, Draconis managed to break PC's concentration once and PC lost Improved Alacrity spell.
PC wasted all of the Breach charges from one of his Wands of Spell Striking. PC simply kept his memorized Breaches to be used under Improved Alacrity in conjuction with Ruby Rays, if need be. Plus, PC has many Wands of Spell Striking(wished and non-wished).
Draconis fired a good Trigger in the middle of the battle. But it couldn't save him...