Kahrk's resistances.
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As for the wands... They work a bit differently. Whether or not this is intended I don't know.
Both the normal and Imoen's wand of missile can bypass the protection in the unmodded game.
Whether this is a bug or intended is another debate, let's say there is probably something wrong.
Kahrk's immunities come from his items, specifically two of them + another non protective feature. They correspond with well known spells. Not sure about what is logged in the combat log but you should be able to identify all of them graphically. He can renew one of them by casting a spell, in addition to the mirror image he is likely to cast at the beginning of the fight.
He is a lvl 12 mage unable to cast spells granted at this level but he has weird not to say illegal saving throws even though it is always difficult to estimate what the dev/author wanted to simulate.
Minor Globe of Invulnerability
Protection from normal missiles
He can recast the globe
The SCS flavor is rather different, reenabling his spellcasting capabilities and making him legit. However the main difference comes from the very effective Fighter/Mage script he runs.
Edit: added spoiler
However other spells attacking this globe such as spell thrust or secret word would be effective.