Black Pits FAQ / Guide
[Deleted User]
Posts: 3,675
The user and all related content has been deleted.
0
Comments
If there is still interest, I'd be in to help with Pits stuff.
Sͫ̉̔͂̂̾o͆ ̎̀ͣȊ̒̑̎'̌͛m̑̂̐ ̈͂́̍̎aͫ͛̄̒ ̄̈́nͫ̄ͣͧe̍̌̅̄cr̐̾̇ͤ͆̉o̓͊m͋ͣ̃̏a͌ͮ̎͂̾́̉ncerͣ̈́̒̍̅̃.͑..̎̿̓̇ ̓̎ͨT̅ͪ̆͗͑ha̓̍t ͨ͑͋ͦ̀e̒ͥ̂x̐ͪͯ̈́̑̚p̃ͣl̓̔̃aͧ̂̔̆̇͒i̅n̓̽s̉̋ͧ ͒ͫ͒͋͐̋͊ẇ̃̅̇̔̾ͫh̐̋͋ͨ̀͐y͑́̑ ̄̐̆͐ͮ̾I͑̓ͧ ͩhaͩ͛ͪ͐̈́́ͤv͊è̽̆ ͑̏̂̋ͤå̇̐ͩ ̂̍̂̚f̓ͪ̿̌͛͒a̐̽̿ͮ̏̚̚mͪ̇͊i̎̾ͥlī͑ͥ͌̑ͭa̍̎͐͂r̽ͪ̂.ͮ̇.̓͂̿͛.ͮ ̋͋Bu͊͒̿t̑ͩ̔̐̾͑̌ ͒ͮͭ̑̄ͯ̐h̍͂o͑̆ͩw ̃͋ͩcͬ̽̇̆͐ͪanͤ ͤ̒̒ͬȈ̓̄ͥ̒̿͋ ̇̐ͮ̍͛ͥb̌͑͌̽ͦeͥ͂ͭ̐ ͧ̿͐a͗́͌̽ ̓ͩ̇ͯͮ͐nͧͯ̐͌̑͆̑e̒c͗r͐oͪ͋̉ͭ͂m͐̑̆͋̚āͥ̅̔̉n̔͋͂͆̐cͭ̋e̋ͯ̐͌͂̿r̍ͫ̊̐ͮ̓ ̐̽͑̍ͪͦ͂a̔͑ͤn͌ͪ͒͐̄͊ͥd̑͛ ͊̒ͥ̀aͣ̓̔̌ͩͨ̚ ͨͩͩͬ̉p̎͊̌å̂ͫͯ̋͊̓l̿aͯdi̾̓̄ͪ̀̐ͧn̿ͥ͆̂̍̔̾ ȁ̇̑͐ͨ̒t ̓̓ͨ̔tͧ̄ͪ͂ͤh̒ͯͩ̾̍e͆ ͂sͩ̌̈́ͣ̒am͋e ̅t͆i̐̈ͭ̃͌m̑͛̽ͣ̎e̽?ͭͧ̅ͧͤ
̾ͪͫ̋ͤ̐Y̍̒̿̄̔ͮÖ́̃̌̑͋̿̍U͊ͪ!ͤ̉̅ ͥ̄̓̈S͆̎̍̚̚t̎͆̓̒ͬ̆op̎̎ ̀̿̌̏̈lóͥ͌̌̀̉ͭỏ͌ͭͦ̑k̎͆̔̀̇͐iͣnͣ̾ͣ̚g̑ͪͤ̊͌ ͌̑́̓ͤat̿̑͛ͪ̅ ̐ͮm͊e!ͦ̓͗̋̓̎ͭ
̔̄̿̎
͌́̑̏̓̋̑...̃ͦ̉̈
͑ͭ̋͑̎
ͣͪ̉̑ͧ͐̌Oͥͧ̓̒͑hͧͯ.̂̾̓̄̎ͨ͑ ̈̀̍̾̉͋̇Oͣ͒h,͋͐ ̋͒ͦ̎itͫ ͛ͯ̑̿̒wͯͬ̌ͨas̈̿ͫ̇ͬͫ ͣjͧ̓̎u͑͋ͬ̾̂͛ͬs͊̐ͯͧ̈̓t̍ ͪ̾ͩ̾̃m̓eͬ ͥͭ̍̓͋̈́ͫl̿ͨ͊o̔͑͂ȏ̅̉ͣ̑̓k͒̂ͥͣ̄iͨ̔̂ͭ̉̈nͥͯ̓̀̚g̓ͩͤͣ̋̎͒ ̓̿̆́a̐ͤͤͦt̾ m̋̆͗̓̏eͧͫͣ.ͫ̍ͫ͋.̆̈̊̀ͯ.̑͋ O͆̅̂h̏ ͩd͌ͧ̉ͥaͦ̏̓͒ͪ̾ͦmnͤ͗̋̾̋̈́.̀̋̔̃̎
So far, I have:
Eye of Helm - Beholder Paladin
@Samus - Drow Paladin
@Anduin - Button Eye Mummy Wild Mage (couldn't shadowkeep to mummy, so I took Lich)
@Eudaemonium - Familiar Red Wizard/Conjurer
I'd normally be a Thief or a monk, but in BP, you don't really need these.
Because of the needs of your party composition, I'd leave the choosing to you.
- human Avenger/Shapeshifter
- human Stalker
- human Blade
(both the latter dualwielding wakizashis/daggers or some other shorter swords. True Neutral or Lawful Evil.)
(MindFlayers aren't really my taste, sorry. Underdark creatures are a bit too cheesy and overplayed for my liking, I usually stick to humans.)
...or make it a Druegar monk :-D
A rumour says that we are looking for the lost cardigan of up yer jumper? Is this true... And will buttons be involved?
@eudaemonium is 'helm yeah!' Your catchphrase? Can I bagsy 'Button it Evil!' I just like to avoid disappointment... You know how it is...
Human Paladin undead hunter
Human Ranger
Human Swashbuckler
Elf Sorcerer
1/2 Elf Dragon Disciple
Elf Priest of Talos
You can have your catchphrase if you want, though
I usually play Pits with something like:
Berzerker or Barbarian
Paladin or Dwarven Defender
Specialist Mage
Cleric or Fighter/Cleric
Shapeshifter or Avenger
Jester or Assassin
I know I slack on written documentation, so I need to keep myself entertained to start a somewhat useful guide. A wacky roleplay party seems the best way to do that, so this party is on the most holy quest to find the Buttoned Cardigan of Humbug up yer Glasses upon Dumb; the only item in existance that can make you more fashionable than Lord Binky the Buffoon.
The current party members are based on various semi-offtopic derails in other forum topics - it's neither an all monster party nor all underdark creatures, so anything that fits through doors and is an option in Shadowkeeper is fair game. (I was a bit sad that I didn't start this earlier and hence missed the chance to make a... bhaaldog.)
From the current feedback, I might change to:
Eye of Helm --> Beholder Paladin (whichever kit has "no ranged weapons"; I'm nearsighted)
@Eudaemonium - Assassin 3/Mage Red Wizard --> Edwin is Eye of Helm's familiar, can't SK that
@Anduin - Necromancer or Wild Mage Lich --> Button Eyed Mummy Gargoyle Creator
@Samus - Jester Drow --> she has high charisma and it gives her arcane magic
@Southpaw - Priest of Lathander Mind Flayer
@FinneousPJ - Berzerker/Cleric Rakshasa --> might skip the cleric dual, a straight berzerker seems a better fit when the Mind Flayer covers divine magic
If you shadowkeep your characters' appearances... You won't have any weapons in the first fight. No, not even clubs. This was certainly interesting, but also a bit inconvenient with 3 taslois stabbing Anduin to (another) death. The rest of the party heroically rushed to grab the weapons of the dead tavern bullies and Eudaemonium hit the jackpot with a quarterstaff (making him the only one with a weapon he could use AND was proficient with). This and Southpaw's quick Command saved the party and prevented Anduin's 467th death.
I'm writing a guide, yes?
Y̓ͫ̆̔ͫ͋es̍ͭ̔͑,̄̃̄̂̚ ̆ͥͦŷ̐̐̆ͬ͋̚o̎uͭ͐̔͊ͯ ͧâ̽ͫͥ̓͗r̈͗̄̆e̔͊͒ͥ̀̈.
K, just checking.
So, some advise for creating a Black Pits party:
- The one thing you will never ever need is stealth or backstabs. In the arena are 3 pillars I assumed were there to give stealthy characters a chance to hide, but it simply doesn't work. So forget about stealthy classes like various thief kits, monks, stalkers. Swashbuckler might sound like an option, but you won't need locks and traps either, so a fighter makes more sense. What does come in handy is an assassin 4 --> dual.
- Dualing is easy in Black Pits because you get ridicolous amounts of XP long before facing a remotely challenging fight. Ridicolous meaning you get 2500 XP per character for killing 9 diseased gibberlings, and again for 9 non-diseased gibberlings, and you'll have a level 3 - 4 party at that point. To make a long story short: If slow progression or long downtimes hold you back from dualing/multi/triple class in BG, it's a non-issue here. The level cap, if I'm not misinformed, is 10, regardless of the XP, so some classes can gain more levels than in BG, too. Eudaemonium is assassin 4 now and I dualed to mage at this point.
- There are merchants for everything right in front of you. Other than in BG, all weapon proficiencies are viable choices. You gain access to +1, +2 and magical versions as you progress through the tiers. From what I see, there are 10 of each and the one thing you should avoid if you can is to give all 6 characters the same proficiency and dual wielding.
- Only the character in #1 can have a familiar or animal. If you want a summon, the character needs to be created first. It won't work if you change the portrait order or formation. The downside here is that, again regardless of order or formation, this character will always stand in front when entering the arena, and usually be targeted first. This can be nasty if you face archers. Pro tip if you do this: Cast Armor or whatyouhave before talking to Baeloth and getting beamed to the arena.
- Charisma is your dumpstat. There is no reputation gain/loss in Black Pits. Make one character Lawful Good and high charisma (i.e. a paladin) to get the best base rep. You want that because you don't get ridicolous amounts of gold from the start, there is no loot whatsoever and no stealing. You can try to pickpocket Baeloth and the merchants, but nothing will happen and they won't turn hostile. Just tried with Samus; she has 70 in pick pockets; will try again when she's over 100.
Onward to futility: What happens and stuff
Baeloth abducted your party and forces you to compete in his arena against various kinds of enemy groups. Usually that means "mob of monsters", with a few exceptions where you face other adventurer parties and as the story progresses, casting folks and their minions.
After each fight, you'll be beamed out of the arena to the merchant area. All characters will be fully healed and resurrected, but some effects (level drain) must be removed by scroll (which you can purchase there). There is also a bug where Deafness can't be cured or removed. Well, it's a bug, but if it's any help: It does go away on it's own after a while. I don't know how long exactly it takes or if a long rest fest helps tho.
After each fight, you get XP and gold from Najim. For the first few fights, don't bother with metal weapons. Maybe it's just my luck, but they all break, so I stick with the cheap stuff (clubs, bow, sling, quarterstaff...) and invest in armor.
The merchants:
Devlin - an elf who sells ranged weapons and ammo. He's a wuss and you can help him stop his stutter and regain his confidence.
Magda - a duergar who sells heavy weapons. She has a mini quest with her husband.
Thardek - a duergar who sells light weapons. He has a dark secret. S̐̍͒͑̀̚u̽̓spͭͧ̐̽ͥ̍ȇnse!ͭͬ̑ ͥ̅Te̾̔̃lͥ̒̎ľ̓̓ ̐̾̅ͪͣuͦsͦ̉ͧ̿! Shut up, Edwin.
Dinguer the Mad - a duergar who sells scrolls, both divine and arcane.
Bellowgulp - a gnome (I believe) who sells potions made by his mushroom friend. You get a freebie before the final battle from him; not sure if it depends on the dialogue options.
Xithiss - a mind flayer who sells magical items (wands, rings, necklaces). He is also Southpaw's long lost father.
Elan - a rakshasa who sells magical clothes (robes, belts, boots). He is also FinneousPJ's former mentor, with whom he entered a bloody rivalry after graduating from... umm Berzerk High.
Gorch - a duergar who sells heavy armor. He's the cousin or Thardek.
Brendak - a duergar who sells light armor. He's Magda's husband.
Two of the merchants will face you in the final battle along with Baeloth.
Thardek and Elan
They get new merchandise every tier, so check back to upgrade your stuff.
If you explore the little there is to explore, area-wise, you'll find 2 prison cells in a hallway (door across from Baeloth', between the shops of Brendak and Devlin). In the first, you can talk to the party or creature you will face as the tier "graduation" fight.
The first party you meet is the group of Krancor The Old. You can get a note from him (a birthday greeting to Aluend the Illusionist) if you claim to know that guy. I don't know if it's good for something. It's worth 65 - 70 gold, I think.
Next to him is an empty cell; later tier enemies will be in there.
The last room contains a dashing gentleman with an eye for fashion, Ghlouralk. He will give you hints about your next battle - sometimes it is very insightful, sometimes not so much.
For the first few fights, he'll only tell you that Baeloth likes to test his new abductees and that you should use magic to your advantage. This translates as "cast sleep" for as long as he gives this hint, and partly beyond.
Tel͢l th̀ém͟ how͢ we ̕ąre̵ ͡doin̡g. N̶o͏-̢one̕ c͝aręs͡ ҉abo̵ut͠ you͏r͞ adm̴ira͟tio͢n͝ for ͢Ghl̨o͏u҉r̷al͞k'͞s ąm̡ou͟nt o͡f͢ ey̸ȩs.
I told you to shut up, Edwin! One more word and I put you in the backpack!
A̡ ̧cur̸i͡ou͡s͏ th͝re͡at from ͘s͡o̡meo͡n̢e wit̕ho͏ut ͠arms͘.̸
Just. Shut. Up.
What I did so far
Like I said above, usually my weapons all break in the gibberling fights and I use whatever I was given for most of the low tier fights, but for the sake of the guide, I'm buying stuff. Just in case not everyone's weapons break...
Eye of Helm - Cavalier 3, Long Swords ++, Flail ++ (currently using it), Axe +
Purchased Flail, Splint Mail, Helm, Large Shield
Will be the main tank, obviously.
FinneousPJ - Berzerker 3, Ninjato ++, Two Weapon Style +++ (currently dual wielding those)
Purchased 2 Ninjato, Heln, Plate Mail
Will be the main damage dealer.
Southpaw - Priest of Lathander 3, Quarterstaff +, Sling + (currently using sling)
Purchased Quarterstaff, Sling, 80 bullets, Plate Mail (upgraded from Splint after 2nd fight), Helm
Currently backrow, planning to move to frontliner later.
Samus - Jester 4, Crossbow +, Short Sword +, Single Weapon Style + (currently using crossbow)
Purchased Light Crossbow, 80 bolts; using Short Sword found in intro fight; known/memorized spells: Sleep, Chromatic Orb ( for later), Glitterdust
Ranged for now, will get Invisibility after next fight/payday and move on to be invisible/singing in the middle of the arena.
Anduin - Necromancer 3, Quarterstaff + (currently using sling), starter spells: Larloch's Minor Drain, Sleep, Charm Person
Purchased Sling, 80 bullets, Quarterstaff; known/memorized: Sleep x 2, Larloch's x 1, Horror x 2; known Detect Invisibility (for later)
Eudaemonium - Assassin 4/Mage 1 (inactive: Quarterstaff +, Darts +; active: Sling +, using sling)
Purchased Studded Leather Armor, 160 Darts; used Quarterstaff found in intro fight; Sling, 80 bullets; known/memorized Sleep, Magic Missile (for later)
I'm undecided about consoling the following items after the first tier final battle - technically, that's when they would be available, if they existed:
- Elven Chain for Samus - a bit of a neccessity; I won't have the spare gold to recharge a shield amulet and the ones for sale have very limited charges
2 of @Pecca's Wizard Staffs; technically quarterstaff +1/ranged/melee - mostly a matter of style; both Anduin and Eudaemonium would stay ranged either way
I'll decide that later and do some more battles, and hopefully find a somewhat more readable way for a guide.
Āͤͬͫ̄̒s̏͐̄̊͒ͩ īͧͮf̿̉ͬͤ̐.ͧ͒̍̾̒
That's it; backpack time.
Don't pick proficience in clubs, there are no magical clubs to be sold in Black Pits, the devs probally forgottem to give the weapon magic versions.
If you have a wild mage, save before buff, an wild surge near Baeloth and merchants can lead you to a grim end.
The slave rings are locked on the characters, so if you export a character from black pits to use on BG, have a EE keeper in hand to take of the slave ring of that character, otherwise it will be irremovable
The beholder only fight you in the last battle if you kill the 2 merchants that side with Baeloth before him.
Ps: if you want to make a katana user character, play Black Pits and export a character with 1 or 2 katana+2 to BG EE, that's the only way to have katana+2 in BG EE (the same is valid for many items).
The only problem is roleplay the moment to get/equip them in BG EE without spoiling the fun.
The Plan B Team
Beholder Hint: I forgot to ask him.
Reward: 7300 XP, 1750 gold
Strategy: Hold Person on caster, Horror, Sleep
Quest for Buttoned Cardigan Events:
Southpaw: Warhammer +, memorized Hold Person, Command
Anduin: purchased Knave's Robe
Eye of Helm: broken weapon; purchased new flail, traded Splint for Plate
Hobgoblins
Beholder Hint: Take out spellcasters first.
Reward: 9125 XP, 2000 gold
Strategy: Hold Person on wizard, Glitterdust, Horror, Sleep; melee rush archers
Quest for Buttoned Cardigan Events:
Samus: purchased Invisibility, Elves Bane
Eye of Helm: broken weapon; purchased new flail (yes, again)
Necromancer
Beholder Hint: Best way to stop a river is to cut it off at the source.
Reward: 12167 XP, 2250 gold
Strategy: Just melee rush the caster with all characters. He'll cast Stinking Cloud; if you stay in it, the skeletons have an easy time to hit your unconcious party. You can try to interrupt his casting, but just killing him in melee is faster and the skeletons won't do any notable damage to your frontliners.
Quest for Buttoned Cardigan Events:
Southpaw: purchased Warhammer, Large Shield (now frontlining)
Eudaemonium: purchased Traveler's Robe
Anduin: purchased and memorized Glitterdust
Samus: memorized previously purchased Invisibility (will sing invisible for now)
Ogres
Beholder Hint: A group of warriors is not dangerous if they are sleeping.
Reward: 18250 XP, 2500 gold
Strategy: Melee rush Ogre Mage; spam Sleep and Horror; invisible jester sings. Usually, I'd target the caster with an assassin/poisoned crossbow, but Eudaemonium doesn't have his levels back yet.
Quest for Buttoned Cardigan Events:
Eudaemonium: purchases The Amplifier; Glitterdust, Horror
Krancor The Old & Party (T1 Final Battle)
Beholder Hint: No time for divide and conquer; focus on one target.
Reward: 18250 XP, 3000 gold + 21693 XP, 20000 gold
Strategy: Spam Glitterdust, Horror; the "one target" is the buffed up caster. He managed to cast Haste and then was hit by Horror, so he spent most of the battle running around in panic. I had the archer in Hold Person, so the most dangerous targets were the cleric and Krancor. My biggest issue was the combination of Haste and Horror; I had a hard time to catch the headless chickens. Some Commands helped a bit.
Quest for Buttoned Cardigan Events:
Eye of Helm: purchased Flail +1, Large Shield +1
FinneousPJ: purchased 2 x Ninjato +1
Southpaw: purchased Warhammer +1, Large Shield +1
Samus: purchased Light Crossbow +1, Short Sword +1, consoled: Elven Chain
Anduin & Eudaemonium: each purchased Sling +1; consoled 1 Wizard Staff Green for Anduin (this was within budget, might console the second staff for Eudaemonium when I have more gold)
Southpaw, The Evil MindFlayer Cleric, clad in Plate and with his trusty Hammer of Healing. A truly misguided Priest of Lathander. (Lathander alone is pretty confused and prefers not to talk about it)
Yes, Hammer of Healing. Yes...he beats people with it until they scream that they are well already.
So father MindFlayer will add a few quick tips in the meanwhile :
- unlike in BG, piercing and slashing weapons aren't that useful and there will be a fight, where crushing weapons (morningstars, hammers, maces...) will prove an advantage. Also, some slimes can multiply if you hit them with piercing weapons. Do not got for all swords and katanas, no matter how cool they are.
- buff before the fight, before talking to Baeloth. Most of your buff spells will last the entire fight. If you have enough money, do not be afraid to even use potions and protection scrolls. So when you appear in the pit, you can go straight to casting offensive spells.
- offensive spells are nice, but control spells are even better. Use spells that drop the enemy, make him unable to fight, lose his ability to fight whatsoever or join your ranks. Cast some of them and let @FinneousPJ and Eye of Helm go to town. Both mages and clerics have those. Use them!
- try to give everyone also a ranged option. In some fights, Archer kit is awesome. Sometimes, a wizard targeted by 6 ranged attacks is a quickly dead wizard. And a dead wizard is a good wizard, because he can't use his control spells on you. Also, move, move and move to prevent being hit by an area of effect spell.
- weapons can break and the funds are sparse at the beginning. Don't buy plate armor for everyone after the first fight. Rather replace it later. You can always re-do some fights and farm some more money/experience.
@KidCarnival, @Anduin and @Southpaw resting between fights at the tavern!
I don't buy potions until well into late tier 2 fights; the gold is better invested in gear. There's no need for after battle healing, and during the fights, Southpaw (2 x Heal Minor, 1 x Heal Medium at the moment) can handle it. Eye of Helm can also Lay Eyes (he has no hands, so...) on himself if neccessary. @FinneousPJ is a 19/18/19 half orc/rakshasa in plate, @Samus is mostly invisible now, so it's just the 2 casters that sometimes need a quick heal.
With the spells, right now, nearly every battle except the Necromancer is opened with Glitterdust - Horror - Sleep and only @Samus has something else memorized (Invisibility, obviously). Detect Invisibility only comes into play with the Thay casters, thieves and possibly Ogre Magus, who sometimes go invisible. Fireball (and planning to purchase Fire Arrow) are for the slimes and trolls; Greater Malison, Haste, various Invisibility is more useful than any of the damage spells later, too.
With the current party plans, @Eudaemonium will be the wizard slayer with poisoned ranged weapons and spells. This is also the way to go with the Ogre Magus - poison the portals from the distance, otherwise you have a good chance to have something nasty summoned right in your face.
Conjurer is a specialist mage that has +1 spells/level but can't use Divination spells like Detect Invisibility. Inquisitor or Priest of Helm can cast True sight as their speciality. Put both of them into the party and you wo't be missing out of this (sometimes) useful spell.