Sirine Dire Charm Instant Death Solo

As the title suggests (playing as an elf), don't know if charm working as intended, so assuming Sirine got the 10% chance - and game over?.
Shouldn't the expected behaviour be that the solo character is now an "enemy" and you can wait for the spell to expire, or if an enemy has already started targetting player try to survive against their damage until the spell wears off, failing that they seen to be getting past that 90% resistance alot.
EDIT: Player save is displayed, but noticed that when Sirine's are hit with arrows of poison they also sometimes continue their casting.
EDIT 2: Currently having killed over 30 Sirine's, it seems that the player save vs spell is not always displayed.
EDIT3: Having your entire party dire charmed also results in a game over.
Shouldn't the expected behaviour be that the solo character is now an "enemy" and you can wait for the spell to expire, or if an enemy has already started targetting player try to survive against their damage until the spell wears off, failing that they seen to be getting past that 90% resistance alot.
EDIT: Player save is displayed, but noticed that when Sirine's are hit with arrows of poison they also sometimes continue their casting.
EDIT 2: Currently having killed over 30 Sirine's, it seems that the player save vs spell is not always displayed.
EDIT3: Having your entire party dire charmed also results in a game over.
Post edited by Chippy on
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I don't really know in both cases, I seem to think that they just 'kill you' when you're not actively in control. Doesn't explain why Hold, Stun, Confusion, etc aren't insta-death as well though.
I just suppose it's like Odysseus' story counterparts. You just lose control - bye bye world forever?
I'm going to continue as I think that was BS. I let the Sirine expend her spells and poison/knock me around a bit and survived before bludgeoning her to death in retaliation, so don't feel any guilt...ahem.
If someone wants to solo sirines without proper protection: prepare for reload.
So disregarding my playstyle, other spell/item protections and relavance to the main quest, you can see from my first post that combat feedback isn't displaying logically, so I did some testing.
Viconia x24 spells cast at her recieved:
2 Instances of being dire charmed, 4 messages of 'Save vs Spell', the rest being blank or 'magic resistance'.
Elf Protagonist x48 spells cast at him under the influence of a chaotic commands spell and without recieved:
Approximately even split between 'save vs spell' and no feedback.
All in no particular order. So I can see where a new player might get confused, and an oldtimer like me might just disregard it all, and as your post intimated; ignore the subject of an elf's resistance and find other protection. I know your one of the testers, and are likely used to dealing with irate children so I can respond with any more adult feedback if need be.
Still, Maze should NEVER result in a game over, or I demand every single, single encounter enemy I cast maze on die instantly the moment they return, with no save (including 21+ BH traps). There is absolutely nothing hostile about it. Wow, you disappear and reappear unharmed several rounds later based on int score. Charm you might could in some convoluted way justify, but never maze. Even if you consider an opponent (who may not exist if it was a trap), laid a ambush when you returned, there's no guarantee you wouldn't simply laugh at them and kill them all with extreme prejudice for the inconvenience.