Temple of Amaunator; what level should my party be at?
ANOF
Member Posts: 70
I've never had any problems with this quest before, but I'm at the part where you have fight the mummies and whatnot before the floor puzzle, and my current party is getting wrecked.
I've got Minsc at Lvl 11, front and center with Lilarcor and an AC of -5. I quickly got tired of Lilarcor, so added the mind flayer circlet so Cromwell could silence him somewhat, so he'snow a +5 weapon, and that's doing no good at all; Minsc is getting destroyed by the mummy without putting up much in the way of resistance.
The rest of my party (Alora Lvl 11, Viconia Lvl 11, and myself, a Lvl 9 mage) are of no help; nothing we do in the way of spells, arcane or divine, or anything else, does much to help. I've tried isolating the mummy in the hopes of improving my odds, but that doesn't help at all; Minsc still gets slaughtered, it just takes longer.
I've got Minsc at Lvl 11, front and center with Lilarcor and an AC of -5. I quickly got tired of Lilarcor, so added the mind flayer circlet so Cromwell could silence him somewhat, so he'snow a +5 weapon, and that's doing no good at all; Minsc is getting destroyed by the mummy without putting up much in the way of resistance.
The rest of my party (Alora Lvl 11, Viconia Lvl 11, and myself, a Lvl 9 mage) are of no help; nothing we do in the way of spells, arcane or divine, or anything else, does much to help. I've tried isolating the mummy in the hopes of improving my odds, but that doesn't help at all; Minsc still gets slaughtered, it just takes longer.
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These are the mods I have installed;
~SETUP-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2
~SETUP-EASE.TP2~ #0 #0 // Infinite Weapon, Potion and Ring/Amulet Stacking
~SETUP-EASE.TP2~ #0 #4 // Shut Up "You Must Gather Your Party Before Venturing Forth"
~SETUP-EASE.TP2~ #0 #6 // Wear Magical Armor AND Magic Rings (etc.)
~SETUP-EASE.TP2~ #0 #10 // XP Cap Remover
~SETUP-EASE.TP2~ #0 #13 // Unlimited Bag of Holding (Blucher)
~SETUP-EASE.TP2~ #0 #15 // Bonus Merchants (Baldurdash)
~SETUP-EASE.TP2~ #0 #16 // Keep Drizzt's Loot, Disable Malchor Harpell
~SETUP-ALORA.TP2~ #0 #0 // Chosen of Mystra's Alora NPC Mod: 1.5
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v16
~KELSEY.TP2~ #0 #0 // Kelsey: V4
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26beta2
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26beta2
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v26beta2
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26beta2
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26beta2
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26beta2
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26beta2
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades -> Original list version: v40
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades -> Original list version: v40
~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #0 // Tyris Flare NPC: v7
~MAZZY/SETUP-MAZZY.TP2~ #0 #0 // Mazzy Friendship: v2.2
~SARAHTOB/SETUP-SARAHTOB.TP2~ #0 #0 // Sarah NPC Romance Mod for BG2:ToB: 4
~ASSASSINATIONS/SETUP-ASSASSINATIONS.TP2~ #0 #0 // Assassinations mod for Baldur's Gate II: v12
~ISRA_BG2/ISRA_BG2.TP2~ #0 #0 // Isra for BGII: v3
~ISRA_BG2/ISRA_BG2.TP2~ #0 #1 // Crossmod Content: v3
~NEPHELE/NEPHELE.TP2~ #0 #0 // Nephele NPC Mod for BGII: SoA & ToB: v2.2
I've had almost all of these mods before. without this problem coming up. I've checked the Read Me files of the few mods I'm using for the first time, like Assassinations, and none of them mention anything about changing the Temple of Amaunator.
You need at least +3 weapons to damage them (Daystar is the best as it does double damage and counts as +4 Vs undead, plus has Sunray special ability that is devastating Vs undead), you can also use Azure Edge Axe (must be good aligned) which has a chance to insta-kill on hit and can be thrown (super useful for Minsc), it's also possible to get the Mace of Disruption although it's a lil out the way, but again can insta-kill undead.
Mummy's are also vulnerable to Magical Fire, so wand of fire with Aganazers Scorcher option used can rack up some nice damage, they don't move particularly fast so you can possibly equip a few characters with wands of fire and just kite the mummy around whilst you wand it to death. Lastly i will add that you can abuse the Magma room, basically position a mage with stoneskin + prot fire in the magma, lure the mummy in and try and position it such that it's hitting the protected mage, but a few melee's can whack it in the back from outside the magma.
I usually postpone Windspear hills and the Amanuator temple until the end of charter 3. They both have an optional dragon fight so I would say its implied you do so. You could/should be level 14-16 when you go there. If you wait until then, liches appear instead of greater mummies...
I would replace Minsc with Anomen. Anomen is a pretty solid fighter and can tank as well. Anomen is a decent cleric as well, and his turn undead will be helpfull.
Anomen will blow up most undead by level 16+ bar the liches (if you play your cards right he will blow up the liches as well).
And if two lich spawns are what youre left with, a level 15+ party should be able to tackle them (traps and summons will help)..
Edit: if you recruit Anomen at your current level he should be level 7F/12C. Get him going with mace/sling (mace of disruption, Jerrods mace / sling of Everard) and a shield (shield of harmony, balduran or reflection shield).
That's quite a weak party and quite low level for a greater Mummy IMO.
Only thing I can suggest is using as Vic summoning as many skeleton warriors as she can who can soak up some damage.
Do fire arrows work? can't remember, but keeping out of the way and shooting it might be the answer. I know I had two follow me once outside the dungeon altogether and kited and shot them with something.
Use a sling and the fire bullets that you get in the dungeon.
Alora can lay some traps, that might help.
Personally I agree with @StummvonBordwehr, get rid of Minsc and replace with Anomen. He is invaluable dealing with undead and in BG2 there are a lot of undead.
I started this game as a solo Kensai, which I used EEKeeper to change to a Fighter because he kept getting badly hammered in the earlier quests; he was barely surviving the battles, and he was going through Potions of Healing like they were going out of style. I dual-classed to Mage at Lvl 12, but he's only at Lvl 9, so he can't join in the melee combat.
I picked up Minsc to be my fighter, Viconia for the romance, and Alora because I need/want a thief.
Fire arrows help a little, so I'll have Alora go crazy with those the next time out. I hadn't thought of Alora laying traps; I'm not sure what her skill level as it in that regard at the moment, but I'll certainly look into it.
I may have to go back to the Temple later. I only went to it now because I've gotten into the habit of going through the side quests in a certain order; I'm so used to my party being able to handle it, that I guess it never occurred to me that this party wouldn't be up to the task. The Greater Mummy's obliviously didn't help, but this is the first time that they've ever been there. Before now, they've always been regular Mummy's. That aspect caught me by surprise.
This time, I'm dual-classing as a mage/thief. At the moment, I'm using the stealing and selling back trick at the Shadow Thieves Guildhall to give myself money and load up on bigger items. I've got almost everything I need for me, so now I'm trying to decide on who I want to bring into the party so I can get items for them ahead of time.
I know about Azuredge, but I can't get that yet as I haven't started any quests. As for the Mace of Disruption, how soon into the game can I get that from the crypts?
I might bring in Minsc or Anomen for melee fighting, but I'm open to Korgan, depending on how long I can put off doing his quest. How long do I have before I have to do Korgan's quest? I've rarely used him before.
Anomen's clerical abilities don't have to be a deciding factor, as I'm bringing in Viconia.
You will want to do Korgan's quest pretty soon.
As for Korgan, I may bring him in because his five ranks in axes could prove very useful. And his exchanges with Viconia would provide some amusement.
*edit*
Korgan is generally a very useful melee character, but if you are considering him for the AzureEdge axe. Pass, it can only be used by good aligned characters.
I Hate Undead Kitpack