So yeah I got stuck with battle at 5th lvl of Dragons Eye. Its not particularly tough but not easy either. I just want to know what is the main thing that changes the tide of battle?
Do I use my spellcasters and magic missile the yuan ti god? Thats what I figured would work.
Or should i take care of the spellcasters and melee. That doesnt seem like an idea. Its a tough battle but not as tough as I have faced before. Summons might be useful.
I found this battle very, very difficult. It took me a few hours to beat, but I think that was mostly because of my party and spell selection. You need spells that ignore magic resistance and disable the enemy. So things like Web and stinking cloud. I used entangle and spike growth because that was all I had. My current only arcane spellcaster is a sorcerer, so I couldn't just change his spell selection. Going to dual my thief to a mage next level. I got lucky with a chromatic orb, and it held her long enough for me to kill her.
Easiest way to handle this is summons to tank and just ranger her down with magical ammo...my archer basically soloed her, did all the damage and got the kill.
@Chack I'm currently using shields in the early game. I feel like S&S style is a waste even if you want to use shield. I would rather diversify my weapon proficiencies than waste two pips for a situational AC bonus, or build for TWS in the future.
Those snake archers in the Dragon's Eye... They hit hard, so the S&S style can be viable for a cleric - he can cover almost everything with only one pip in each weapon category. I've found the S&S style on my cleric quite handy.
I have Sword and Shield on my cleric, seemed like the best route. My Paladin is dual wielding longswords or warhammers depending on what we're fighting.
I agree that sword and shield is generally suboptimal, but you don't need strong Optimization Fu to beat the game. At some points AC becomes meaningless because the enemies can only hit you on a 20 or everyone's attack bonus/THAC0 is so good a few points here and there is meaningless, though I think that second situation is mostly in ToB. Anyway, you're generally better off improving your offense over your AC but its not like it hurts anything to do Sword and Board, especially with a Cleric which isn't going to be primarily busting heads anyway; I prefer my cleric behind a tower shield at the back of the party slinging magic.
1) HoF says it deactivates Story Mode, what does that do exactly?
2) Is there a easy way to control summons? I tried using one as a druid, but since I've only used the mouse, it felt rather clunky and impractical (and kinda why I dislike using a full party, feels like a mess to me @_@ )
3) So that one NPC in Kuldahar (Hjollder) sends you into the expansion? Should I wait to beat the main campaign, or can I go at anytime and come back?
1) HoF says it deactivates Story Mode, what does that do exactly?
2) Is there a easy way to control summons? I tried using one as a druid, but since I've only used the mouse, it felt rather clunky and impractical (and kinda why I dislike using a full party, feels like a mess to me @_@ )
3) So that one NPC in Kuldahar (Hjollder) sends you into the expansion? Should I wait to beat the main campaign, or can I go at anytime and come back?
1. HoF and Story Mode are complete opposites, so it makes no sense to have both active at the same time. HoF makes enemies super tough, while Story Mode makes you super powerful (basically immortal).
2. Just order them around like you would your party members.
3. Common wisdom says to wait until you have just about finished chapter 6 and have got 6 important story items. You will find out what those 6 are later. In any case, Hjollder will not take you to the expansion until you have 250k experience per character. If you started a new HoW only game, your characters would have 500k experience. When I started it, I think my characters had 1.1 million experience each.
Personally, I think from a flow point of view, I would do it before I had those 6 quest items. I think it breaks the flow a bit. After you are finished with a certain ruined Elven dungeon (you will find out what), the character you speak to offers to teleport you back to Kuldahar or to the next story location. I would recommend taking his offer of going back to Kuldahar and then starting the expansion then.
Also remember to start Trials of the Luremaster before you get too far with HoW. Speak to Hobart Stubbletoes in the inn of Lonelywood (HoW town).
Question about Swashbuckler. Manual page 112 states that he gets +1 hit and dmg/5 levels, which I assumed it applies to all weapons. However, from one of discussions it looks like that's only applicable to melee. Which one is it? Any weapon or only melee?
Nope. In IWDEE CHA (of the character whose portrait is on the top, on the place of the group leader) only influences prices in stores and party's morale.
How important is it to avoid using certain dump stats? Like I know due to the presence of Mind Flayers in BG2 you don't want a terribly low INT stat, or for mages Limited Wish you don't want WIS below 15, but I'm not sure if these enemies or spells are even in IWD? Is there a suggested minimum stat level?
Also is it useful to have more than one single party member (the leader) with high Charisma?
The mage Amour spell replaces the AC bonus from armour rather than gets added to it right? So with my mage/thief as long as I keep the spell active there's no real bonus to wearing leather armour (only just noticed that his AC didn't change with or without armour).
Also the manual doesn't have much about the differences between the Totemic Druids summoned animals, is there anything specific about the differences between them?
The mage Amour spell replaces the AC bonus from armour rather than gets added to it right? So with my mage/thief as long as I keep the spell active there's no real bonus to wearing leather armour (only just noticed that his AC didn't change with or without armour).
Also the manual doesn't have much about the differences between the Totemic Druids summoned animals, is there anything specific about the differences between them?
You're right about AC from Armour spells (there are several such spells, on different spell levels) in terms that the magical Armour acts like a real one. But if you put on a leather armour with better AC than the magical one gives you, your AC will be defined by AC of this leather armor. Moreover, you should take into account there is a studded leather armour in the game that will give you thieving stealth bonuses.
Here's a progression of Summoned Animals of a Totemic Druid:
Caster Level 1
Spirit Bear Stats: 16 HP, Str 16, AC 6, THAC0 17 Attack: 1d4, Speed Factor 2, twice/round Saves: 15death 16wand 16poly 16breath 17spell Resists: Cold 25% Immunities: Fear, Berserk, Polymorph Special: Movement Speed +8; attack Panics for 8s if target fails save vs death at +4.
Spirit Snake Stats: 45 HP, Str 18, AC -1, THAC0 9 Attack: 1d8, Speed Factor 2, twice/round Saves: 7death 9wand 8poly 9breath 10spell Resists: Cold 100%, Electricity 100%, Poison 100% Immunities: Charm, Feeblemind, Confusion, Stun, Fear, Berserk, Polymorph, Sleep, Fatigue, Petrification, Level Drain, Normal Weapons Special: Movement Speed +8; attack poisons for 2 damage/second for 6 seconds unless target saves vs death; permanent Free Action and Death Ward.
Spirit Wolf Stats: 56 HP, Str 16, AC 0, THAC0 9 Attack: 1d4 + 1d6 cold, Speed Factor 2, thrice/round Saves: 7death 9wand 8poly 9breath 10spell Resists: Cold 100%, Electricity 100%, Poison 100% Immunities: Charm, Feeblemind, Confusion, Stun, Fear, Berserk, Polymorph, Sleep, Fatigue, Petrification, Level Drain, Normal Weapons Special: Movement Speed +10; attack holds for 7 seconds unless target saves vs death at +1; attack does level drain unless target saves vs death at +5; permanent Free Action and Death Ward.
So, the "Summon Spirit Animal" ability can be used once/day per 4 levels (starts with one use at level 1). A druid summons either a Spirit Bear, Spirit Wolf, Spirit Lion, or Spirit Snake.
These summons get stronger at caster level 3, 5, 7, and 10. Spirit Bears/Lions tend to be more fighting-oriented, while the Snake and Wolf are a bit weaker melee-wise but have tricks up their sleeves (Snakes have a poison effect, Wolves have a hold effect starting at level 3 and at level 10 can level drain the enemy).
Their immunities at the 10th level version are superb. The most impressive one is the immunity to non-magical weapons.
This has been bugging me for a bit, now that I figured out how fix Ghereg's problem in the Kuldahar Pass.
So, there's a Goblin Marshal on the Mill who is also complaining about his head hurting. Is there a way to fix that like we did Ghereg, or do we just leave him alone or kill him?
You have to talk to Arundel about the ogre and he'll give you a recipe for Ghereg's headache, which you go back and tell Ghereg about.
As far as I remember,
player created druid knows the recipe as well, so if you have one (it's IWD, so it's almost certain then you can just send your druid to talk with the ogre. Saves you run to Kuldahar and back
Hmm, Arundel has never given me any such dialogue choices after speaking to the ogre and going to Kuldahar. Are you sure you don't have to have a druid or ranger speak to Arundel to get the option? I usually speak to him with a paladin or fighter in the lead of my party, and there's no option to tell him about the ogre.
Can anyone post a screenshot of the relevant dialogue and what class did the talking?
Comments
Easiest way to handle this is summons to tank and just ranger her down with magical ammo...my archer basically soloed her, did all the damage and got the kill.
Cause Light Wounds / Cause Moderate Wounds / Cause Serious Wounds - cannot be cast by good-aligned characters
Cause Disease - cannot be cast by good-aligned characters
Circle of Bones - cannot be cast by good-aligned characters
Unholy Blight - cannot be cast by good-aligned characters
Holy Smite - cannot be cast by evil-aligned characters
Cure Critical Wounds - cannot be cast by evil-aligned characters
Mass Cure Light Wounds - cannot be cast by evil-aligned characters
Raise Dead - cannot be cast by evil-aligned characters
Cloud of Pestilence - can only be cast by evil-aligned characters
Poison - can only be cast by evil-aligned characters
Cause Critical Wounds - can only be cast by evil-aligned characters
Mass Cause Light Wounds - can only be cast by evil-aligned characters
Shield of Lathander / Greater Shield of Lathander - can only be cast by good-aligned characters
Slay Living - cannot be cast by good-aligned characters
Harm - can only be cast by evil-aligned characters
Heal - cannot be cast by evil-aligned characters
Destruction - can only be cast by evil-aligned characters
Greater Restoration - cannot be cast by evil-aligned characters
Holy Word - can only be cast by good-aligned characters
Regeneration - cannot be cast by evil-aligned characters
Resurrection - can only be cast by good-aligned characters
Unholy Word - can only be cast by evil-aligned priests
Wither - can only be cast by evil-aligned priests
1) HoF says it deactivates Story Mode, what does that do exactly?
2) Is there a easy way to control summons? I tried using one as a druid, but since I've only used the mouse, it felt rather clunky and impractical (and kinda why I dislike using a full party, feels like a mess to me @_@ )
3) So that one NPC in Kuldahar (Hjollder) sends you into the expansion? Should I wait to beat the main campaign, or can I go at anytime and come back?
2. Just order them around like you would your party members.
3. Common wisdom says to wait until you have just about finished chapter 6 and have got 6 important story items. You will find out what those 6 are later. In any case, Hjollder will not take you to the expansion until you have 250k experience per character. If you started a new HoW only game, your characters would have 500k experience. When I started it, I think my characters had 1.1 million experience each.
Personally, I think from a flow point of view, I would do it before I had those 6 quest items. I think it breaks the flow a bit. After you are finished with a certain ruined Elven dungeon (you will find out what), the character you speak to offers to teleport you back to Kuldahar or to the next story location. I would recommend taking his offer of going back to Kuldahar and then starting the expansion then.
Also remember to start Trials of the Luremaster before you get too far with HoW. Speak to Hobart Stubbletoes in the inn of Lonelywood (HoW town).
Manual page 112 states that he gets +1 hit and dmg/5 levels, which I assumed it applies to all weapons. However, from one of discussions it looks like that's only applicable to melee.
Which one is it? Any weapon or only melee?
If you want ranged weapons, the Assassin gets a bonus for all.
I have a question.
Is the Turn Undead ability influenced in some way by Cleric's Charisma?
Thanks in advance.
Nope. In IWDEE CHA (of the character whose portrait is on the top, on the place of the group leader) only influences prices in stores and party's morale.
Thanks.
I was sure I read that somewhere time ago.
It seems I was wrong.
1) Could someone provide an estimate of total EXP or levels achievable with full party through normal run?
2) Do Druids shapeshifts scale with HoF?
2) no
Also is it useful to have more than one single party member (the leader) with high Charisma?
Also the manual doesn't have much about the differences between the Totemic Druids summoned animals, is there anything specific about the differences between them?
Here's a progression of Summoned Animals of a Totemic Druid:
Caster Level 1
Spirit Bear
Stats: 16 HP, Str 16, AC 6, THAC0 17
Attack: 1d4, Speed Factor 2, twice/round
Saves: 15death 16wand 16poly 16breath 17spell
Resists: Cold 25%
Immunities: Fear, Berserk, Polymorph
Special: Movement Speed +8; attack Panics for 8s if target fails
save vs death at +4.
Spirit Lion
Stats: 12 HP, Str 16, AC 5, THAC0 16
Attack: 1d4+1, Speed Factor 1, twice/round
Saves: 15death 16wand 16poly 16breath 17spell
Resists: Electricity 25%
Immunities: Charm, Polymorph
Special: Movement Speed +11
Spirit Snake
Stats: 8 HP, Str 14, AC 3, THAC0 16
Attack: 1d4, Speed Factor 2, once/round
Saves: 14death 16wand 16poly 16breath 17spell
Resists: Poison 100%
Immunities: Stun, Polymorph
Special: Movement Speed +8; attack poisons for 2 damage/second for 3
seconds unless target saves vs death at +3.
Spirit Wolf
Stats: 8 HP, Str 14, AC 3, THAC0 16
Attack: 1d1 + 1d3 cold, Speed Factor 2, once/round
Saves: 14death 16wand 16poly 16breath 17spell
Resists: Poison 100%
Immunities: Stun, Polymorph
Special: Movement Speed +8
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Caster Level 3
Spirit Bear
Stats: 32 HP, Str 17, AC 5, THAC0 16
Attack: 1d6, Speed Factor 2, twice/round
Saves: 15death 16wand 15poly 16breath 16spell
Resists: Cold 50%, Electricity 25%, Poison 25%
Immunities: Fear, Berserk, Polymorph, Sleep, Fatigue
Special: Movement Speed +8; attack Panics for 8s if target fails
save vs death at +4.
Spirit Lion
Stats: 23 HP, Str 17, AC 4, THAC0 14
Attack: 1d5+1, Speed Factor 1, twice/round
Saves: 14death 16wand 15poly 16breath 16spell
Resists: Electricity 50%, Cold 25%, Poison 25%
Immunities: Charm, Fear, Berserk, Polymorph
Special: Movement Speed +11
Spirit Snake
Stats: 15 HP, Str 15, AC 2, THAC0 14
Attack: 1d6, Speed Factor 2, once/round
Saves: 13death 15wand 14poly 15breath 16spell
Resists: Cold 25%, Electricity 25%, Poison 100%
Immunities: Stun, Polymorph, Petrification
Special: Movement Speed +8; attack poisons for 2 damage/second for 3
seconds unless target saves vs death at +3; permanent
Free Action.
Spirit Wolf
Stats: 19 HP, Str 14, AC 3, THAC0 15
Attack: 1d2 + 1d4 cold, Speed Factor 2, twice/round
Saves: 13death 15wand 14poly 15breath 16spell
Resists: Cold 100%, Electricity 50%, Poison 50%
Immunities: Polymorph, Sleep, Fatigue, Petrification
Special: Movement Speed +10; attack holds for 3 seconds unless
target saves vs death at +5.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Caster Level 5
Spirit Bear
Stats: 48 HP, Str 18, AC 4, THAC0 14
Attack: 1d6, Speed Factor 2, thrice/round
Saves: 12death 14wand 13poly 14breath 15spell
Resists: Cold 75%, Electricity 50%, Poison 50%
Immunities: Stun, Fear, Berserk, Polymorph, Sleep, Fatigue
Special: Movement Speed +8; attack Panics for 12s if target fails
save vs death at +4.
Spirit Lion
Stats: 36 HP, Str 18, AC 3, THAC0 12
Attack: 1d5+2, Speed Factor 1, thrice/round
Saves: 12death 14wand 13poly 14breath 15spell
Resists: Electricity 75%, Cold 50%, Poison 50%
Immunities: Stun, Charm, Fear, Berserk, Polymorph
Special: Movement Speed +11; permanent Free Action and Death Ward.
Spirit Snake
Stats: 23 HP, Str 16, AC 1, THAC0 13
Attack: 1d6, Speed Factor 2, twice/round
Saves: 11death 13wand 12poly 13breath 14spell
Resists: Cold 50%, Electricity 50%, Poison 100%
Immunities: Feeblemind, Confusion, Stun, Polymorph, Petrification
Special: Movement Speed +8; attack poisons for 2 damage/second for 5
seconds unless target saves vs death at +1; permanent
Free Action.
Spirit Wolf
Stats: 28 HP, Str 15, AC 2, THAC0 13
Attack: 1d2 + 1d4 cold, Speed Factor 2, twice/round
Saves: 11death 13wand 12poly 13breath 14spell
Resists: Cold 100%, Electricity 75%, Poison 75%
Immunities: Charm, Polymorph, Sleep, Fatigue, Petrification, Level
Drain
Special: Movement Speed +10; attack holds for 3 seconds unless
target saves vs death at +4.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Caster Level 7
Spirit Bear
Stats: 72 HP, Str 18/37, AC 3, THAC0 12
Attack: 1d8, Speed Factor 2, thrice/round
Saves: 10death 12wand 11poly 12breath 13spell
Resists: Cold 100%, Electricity 75%, Poison 75%
Immunities: Feeblemind, Confusion, Stun, Fear, Berserk, Polymorph,
Sleep, Fatigue
Special: Movement Speed +8; attack Panics for 20s if target fails
save vs death at +3.
Spirit Lion
Stats: 54 HP, Str 18/68, AC 2, THAC0 10
Attack: 1d6+2, Speed Factor 1, thrice/round
Saves: 10death 12wand 11poly 12breath 13spell
Resists: Electricity 100%, Cold 75%, Poison 75%
Immunities: Feeblemind, Confusion, Stun, Charm, Fear, Berserk,
Polymorph
Special: Movement Speed +11; permanent Free Action and Death Ward.
Spirit Snake
Stats: 34 HP, Str 17, AC 0, THAC0 11
Attack: 1d8, Speed Factor 2, twice/round
Saves: 9death 11wand 10poly 11breath 12spell
Resists: Cold 75%, Electricity 75%, Poison 100%
Immunities: Feeblemind, Confusion, Stun, Polymorph, Sleep, Fatigue,
Petrification
Special: Movement Speed +8; attack poisons for 2 damage/second for 5
seconds unless target saves vs death at +1; permanent
Free Action.
Spirit Wolf
Stats: 42 HP, Str 16, AC 1, THAC0 11
Attack: 1d2 + 1d6 cold, Speed Factor 2, twice/round
Saves: 9death 11wand 10poly 11breath 12spell
Resists: Cold 100%, Electricity 100%, Poison 100%
Immunities: Charm, Polymorph, Sleep, Fatigue, Petrification, Level
Drain
Special: Movement Speed +10; attack holds for 5 seconds unless
target saves vs death at +3; permanent Death Ward.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Caster Level 10
Spirit Bear
Stats: 96 HP, Str 18/83, AC 2, THAC0 10
Attack: 1d10, Speed Factor 2, thrice/round
Saves: 8death 10wand 9poly 10breath 11spell
Resists: Cold 100%, Electricity 100%, Poison 100%
Immunities: Charm, Feeblemind, Confusion, Stun, Fear, Berserk,
Polymorph, Sleep, Fatigue, Petrification, Level Drain,
Normal Weapons
Special: Movement Speed +8; attack Panics for 30s if target fails
save vs death at +3; permanent Free Action and Death
Ward.
Spirit Lion
Stats: 72 HP, Str 19, AC 1, THAC0 8
Attack: 1d8+2, Speed Factor 1, thrice/round
Saves: 8death 10wand 9poly 10breath 11spell
Resists: Electricity 100%, Cold 100%, Poison 100%
Immunities: Feeblemind, Confusion, Stun, Charm, Fear, Berserk,
Polymorph, Sleep, Fatigue, Petrification, Level Drain,
Normal Weapons
Special: Movement Speed +11; permanent Free Action and Death Ward.
Spirit Snake
Stats: 45 HP, Str 18, AC -1, THAC0 9
Attack: 1d8, Speed Factor 2, twice/round
Saves: 7death 9wand 8poly 9breath 10spell
Resists: Cold 100%, Electricity 100%, Poison 100%
Immunities: Charm, Feeblemind, Confusion, Stun, Fear, Berserk,
Polymorph, Sleep, Fatigue, Petrification, Level Drain,
Normal Weapons
Special: Movement Speed +8; attack poisons for 2 damage/second for 6
seconds unless target saves vs death; permanent
Free Action and Death Ward.
Spirit Wolf
Stats: 56 HP, Str 16, AC 0, THAC0 9
Attack: 1d4 + 1d6 cold, Speed Factor 2, thrice/round
Saves: 7death 9wand 8poly 9breath 10spell
Resists: Cold 100%, Electricity 100%, Poison 100%
Immunities: Charm, Feeblemind, Confusion, Stun, Fear, Berserk,
Polymorph, Sleep, Fatigue, Petrification, Level Drain,
Normal Weapons
Special: Movement Speed +10; attack holds for 7 seconds unless
target saves vs death at +1; attack does level drain
unless target saves vs death at +5; permanent Free
Action and Death Ward.
So, the "Summon Spirit Animal" ability can be used once/day per 4 levels (starts with one use at level 1). A druid summons either a Spirit Bear, Spirit Wolf, Spirit Lion, or Spirit Snake.
These summons get stronger at caster level 3, 5, 7, and 10. Spirit Bears/Lions tend to be more fighting-oriented, while the Snake and Wolf are a bit weaker melee-wise but have tricks up their sleeves (Snakes have a poison effect, Wolves have a hold effect starting at level 3 and at level 10 can level drain the enemy).
Their immunities at the 10th level version are superb. The most impressive one is the immunity to non-magical weapons.
So, there's a Goblin Marshal on the Mill who is also complaining about his head hurting.
Is there a way to fix that like we did Ghereg, or do we just leave him alone or kill him?
If you're fast enough, you can do both.
That fix doesn't work for the Goblin Marshal on the Mill though, that's why I was curious if there was a way to fix his problem.
Can anyone post a screenshot of the relevant dialogue and what class did the talking?