Ashikukuru/-kururu/-rukuru/whatever
Chow
Member Posts: 1,192
I swear, these things were not here in the original game. They're also hax as hell.
How am I supposed to deal with backstabbing little shits that automatically makes themselves invisible every damn time I see one?
How am I supposed to deal with backstabbing little shits that automatically makes themselves invisible every damn time I see one?
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They don't have much health, just kill them before they kill you. Or, say, set up a trap(skull trap, glyph of warding or just plain thief traps) and "aggro" them and lead them into the trap with a character that won't die from a backstab(such as a mage with mirror image or a fighter with tons of AC/HP).
Or stun them with a wand, or kill them with fireballs by "distracting" them with a fire immune tank. There are tons of ways.
Just pull them with a fighter that can take a few hits, and focus fire when they become visible. If that still doesn't work for you, you can perfectly avoid them and finish Durlag's tower without killing them.
Run a thief with Detect Illusion and dispel the suckers every round.
Run through with an sanctuaried character capable of stealthing, use stealth over and over again. When it auto fails, that means you are within the visual range of an enemy you cannot see, and can pinpoint their location by elimination, setting snares accordingly before triggering them with a controlled explosive charge so they run towards you and die under a hail of trapfire.
Continuously cast detect invisibility.
Move through the maze casting Cloudkill and Entangle on each square foot of it, scouring all before you in agonised burning death.
Ignore that particular path through the dungeon, they have little treasure of value.
@Pantalion Bala's axe doesn't actually dispel magic... Instead it applies a miscast magic on the target with each hit (usual save). Why the flavor text says it dispels is anyone's guess (though I would bet that some other nerds on here would know).
Edit: D&D lore question: What the heck are those creatures supposed to be anyway? Undead? Ghosts? Something else?
Correct me if I'm wrong, what you are saying is:
-Detect Illusion not only allows you to 'see' those who have been invisibleddeld
but dispells mirror images.
This seems very useful at low levels when disrupting a mage's spell casting can be critical
If a thief in your partly successfuly dispells, is the illusion dispelled for the entire pary or just the thief?
"The ability to ignore "Immuinty:Divination"...
- Detect Illusion couters the "Immunity: Divination"
So then what was once immune is no longer.
Also Alsn, I do not need to increase the difficulty of the game though mods. You see all the computer games I play have a native enhancement known as the 'and_then_or muppeter'. This creates a cornicopia of delightful obsatacles for me to surmount not avaible to any other gamer.
Incidentally, Detect Illusions is a Divination effect that dispels Illusions, Immunity: Divination confers immunity to it, and is an Abjuration effect, so it is unaffected.
What I meant by the "Immunity: Divination" comment is that some difficulty mods(SCS in particular) like to equip mages with a contingency containing the fifth level spell "Spell Immunity: Divination" which makes them immune to most spells that dispel invisibility(since most detection spells are divination, true sight for example). Without a way to dispel invisibility, you can't target any spells on them(due to them being partially concealed through the use of improved invisibility or shadow door). Having a thief with detect illusion in such a scenario is very nice since their detect illusion ability is not a spell and as such is not blocked by "Immunity: Divination".
About the thread both detect illusion an an Inquisitor's True Seeing will work. You can also cast glitterdust after their first attack.
I mmmed upon reading your comment then re-read the post title whereupon my brain cells began thier own, spastic, malformed beat boxin'. Appreciate the chuckle.