Skeleton Lord
MonoCanalla
Member Posts: 291
I don’t know from what mod this comes from. I’m currently played a playtroigh with mods that I originally didn’t want to install for being too difficult (forced by when installing Sandrah, which I kicked from my party out anyway).
But I found Skeleton Lords in parts of BG1 when I’m too weak for this monster. I’m in Cloackwood mines level 2 and I can’t get trough competing the dungeons without killing two of this. They are overpowerdul, I don’t know what to do. Also I can’t find the .cre in Eekeeper. Someone knows what to do?
But I found Skeleton Lords in parts of BG1 when I’m too weak for this monster. I’m in Cloackwood mines level 2 and I can’t get trough competing the dungeons without killing two of this. They are overpowerdul, I don’t know what to do. Also I can’t find the .cre in Eekeeper. Someone knows what to do?
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I don't know what mod the thing is from, but I've dealt with the critters before. I tried baiting them with summons, but since the Skeleton Lords cast so many Lightning Bolts, I ended up using the mod-introduced NPC Tenya to cast Storm Shield for immunity to electricity damage and then kiting the enemy to death, leading the Skeleton Lord around in a circle while the party gradually wore it down using missile weapons. I also saw the Skeleton Lords wipe out the other enemy humans due to spell damage.
A Protection from Undead scroll on a fighter should also let a low-level party defeat the Skeleton Lords.
Honestly, beating an enemy because you take the right inmmuniry is so less straight forward and less strategic. Is too Pokemon.
Skeleton Lords definitely aren't from SCS; SCS very seldom pulls this kind of overpowered nonsense on the player. SCS is mostly an AI mod that only occasionally introduces new enemies or gives the enemy special new powers or abilities (and when it does, it's usually an SCS-style variant of an Ascension or Tactics component).
This is what I found. Although yes, SCS what it does is buffing it. I haven’t found any anything else in google about Skeleton Lords.
I faced also an impossible Zombie lord where you find the tome in the gnoll stronghold, but in that case, invisibility and running did it to get the book.
Say, have you fought Tristan and Isolde south of Beregost? If your install is similar to mine, one of them should drop a throwing dagger with 5 attacks per round and a scimitar or katana called Doufas' Saber, a +3 sword with +2 attacks per round that deals magic damage and paralysis on hit. They have pretty low HP despite their excellent offensive powers. You should be able to find them on the road at the south end of one of the maps (the road runs straight north to south on that map).
A lot of BG1 encounters that install with the normal BWS setup are crazy overpowered and offer equally overpowered loot. I don't know why, but a lot of modders apparently felt that BG1 needed BG2-grade enemies and items.
The zombie lord in Gnoll Stronghold was impossible to defeat at my level. He was there with a buddy, it might have been a Shade Lord, it was very ghosty.
Edit: Also, I think unlimited spells and summons and permanent alacrity and what nots is very un-BG because one of my favourite tactics is wearing the enemy out. Yes yes, Kangaxx and Beholders are in the vanilla games, fine. Those are very special encounters and also Beholder don't have a lot of HP. The one thing of BD that disappointed me was Baeloth - as far as I can tell, he has unlimited spells.
And yep, it adds new encounters in the BG1 map.
Sandrah's Saga, DSotSC, Dark Horizons, Drizzt's saga etc... all add stupidly overpowered items and shower you with experience, and that allows you to hack through the main game, while giving you unfair fights if you don't have the aforementioned items. It is a selfish way of modding if you ask me, forcing people to do your content because it's the only part that will present any difficulty. I mean, last time I went through one of these mods, it was Drizzt's Saga, because I like the writing, but I dropped (well, actually sold, because greed) every single item I looted during the mod once I came back from it, and used the console to bring my experience down to what it was before going through the mod.
I mean, what's the point in giving you a +2 APR scimitar with on hit magical damage and a +4 (yes yes +4 you read that) APR dagger just down the North Trade Way map in Beregost. Yeah, you're usually still level 1 when you get there, maybe level 2. And you loot weapons way stronger than what you get at the end of ToB? This is madness.
These mods should take example on The Grey Clan, because it features tough but not impossible fights, along with strong but not stupidly gamebreaking (apart from that Halberd with dispel on hit which is far too strong for BG/SoD IMO, though even that is quite OK compared to the items I was talking about before).
But I do have a question about that mod (SPOILER, I guess?): I read somewhere that you can recruit Jarlaxe and Artemis Entreri at the end of the mod, if you are evil or something. Is that true? How evil? I don’t really have an evil party. Can the same thing happen in Reign of Terror?