Watchknight Crypt + Turn Undead
enqenq
Member Posts: 499
I was there with my solo F/M/C whose cleric level was like 26. Now, overleveled cleric vs. undead is nothing short of slaughter... except, apparently, two of the monster types down there couldn't be turned, namely revenants and skeleton warriors. Everything else, including the guards in the castle later, could be turned. And I mean insta-splat turned. Nobody ever ran, they just got destroyed. Except these revenants and skeleton warriors. They never ran either, they acted like non-undead or just undead way too high level for me, and neither explanation makes sense.
If this weren't EE I'd say the devs had a whoopsie moment and I need to get a fixpack, but...
On a different note, is there a scroll of Protection from Magic Energy anywhere in IWD? The level 6 wizard spell.
If this weren't EE I'd say the devs had a whoopsie moment and I need to get a fixpack, but...
On a different note, is there a scroll of Protection from Magic Energy anywhere in IWD? The level 6 wizard spell.
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Skeleton Warrior seems an oversight from the devs. Only the summoned ones should be immune to it, but SKELWAR.CRE is also immune.
Looking at the game's code I can see that the summoned skeleton warriors are immune to TU, but probably it is just them then.
I believe there is only one PFME scroll - look at Edion's inventory on BI, or the shop in Lonelywood.
Just unzip it at your Override folder if you wish to.
I politely have to disagree with all the flak aimed at the pre-EE game. My level 25 Cleric was happily turning Revenants, Crypt Things and Skeleton Warriors in classic IWD. (Indeed, once he reached level 30 he was insta-splatting all of them.) See my screenshots:
In the third picture he'd just got teleported, but you can see from the combat log that in that split second he also 'sploded one of the CTs.
EDIT: And yes, I was playing on HoF.
EDIT 2: Added a picture of the Skelly Warriors, forgot to before.
HoF should boost the levels of the undead, making turning all the undead difficult with the level cap in mind.
https://forums.beamdog.com/discussion/36764/turn-undead-tables
Crypt things should be chunkable in Ho mode at level 26 and revenants at level 28 - skeleton warriors at level 30
It is a bug and I provided the fix a few posts above.
Also according to the 2E PnP rules after 6 months their bodies should decompose to the point that their spirit is liberated from its task. In fact I'd say there's a possible case to be made that the IWD developers didn't really check what Revenants actually are when adding them to that section of the game, since they don't adhere to any of the PnP descriptions---especially when you consider that in the pre-EE they are very definitely turnable.
How peculiar.
I really can't tell if it is a 2nd, 3th or IE thing.
If that's the case there is no correlation between alignment and vulnerability to TU.
What I do remember is that Revenants are immune to TU - I've discovered it in a bad way during a PnP campaign.
I do agree that Revenants are a bad creature to have as an enemy as they ideed should ignore anything that is not the target of their revenge or that prevents it from achieving this goal.
Yup, I was right. Every non-intelliget undead is Neutral (but all the intelligent ones, even with a Low Intelligence, are Evil).
So there's is no correlation between alignment and vulnerability to Turn Undead.