Sil and the Sirines
Permidion_Stark
Member Posts: 4,861
My latest attempt at soloing as a Kensai/Thief came to a miserable end when I went up against Sil and the Sirines on the Lighthouse map. I had already killed four of the sirines and there were just two left when the protections from my Greenstone Amulet ran out. I then found myself suffering from two effects: Rigid Thinking and Confusion (at least I think it was Confusion - I was a bit confused at this point). The Sirines continued attacking me but only with their hands (because we were in melee so they didn't use their bows). The sirines only did one or two points of damage with each hit so my character died the slowest death ever, going down from 91 hit points to nothing a hit at a time. It was a depressing and lingering death, especially because all the way through I thought the effects must wear off and until I was down to twenty hit points confidently thought I would come back to my senses and get back in the fight.
Anyways, does anyone know what happened here? I thought sirines Dire Charmed you? How did sirines manage to cast rigid thinking on me? And why did the spell effects last for so long?
Anyways, does anyone know what happened here? I thought sirines Dire Charmed you? How did sirines manage to cast rigid thinking on me? And why did the spell effects last for so long?
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Sil is accompanied by two sirines only, so they are three. More are encountered earlier on the map, but not at Sil's place.
And Sil and her two sirines, as all of them, can indeed only cast Dire Charm (three times) and Improved Invisibility, nothing more. (And those are the plain wizard versions of the spells, nothing modified.)
I haven't got a strategy or tactics mod installed. I'm using some of the components from BG Tweaks but I don't think that should change the way Sirines behave. I agree that Sil and other Sirines are only supposed to be able to cast Dire Charm and Improved Invisibility (at least according to the Baldur's Gate wiki http://baldursgate.wikia.com/wiki/Sirine ) but these definitely had another form of attack, which caused two effects (probably Rigid Thinking and Feeblemind). I don't think they had this ability in vanilla BG1 so I assume it was added with BGEE?
Found it! Their melee weapon, called Ghoul hand, causes exactly these: Feeblemindedness and Confusion. They all wield it. In the original game, only Confusion was attached, Feeblemindedness is EE stuff.
Thanks for clearing up the mystery. Before I go back I'm going to get me a Necklace of Missiles and bomb them from a distance.
So here's what I can confirm so far for the creatures called simply "Sirine" in the original Baldur's Gate with Tales of the Sword Coast:
- There are two variants: level 5 with three Dire Charm spells, and level 4 with only two; no further differences
- Their melee attack, besides 1d2 crushing damage, applies Confusion and sets Intelligence to 3; these two effects can be countered with a save vs. spells, don't bypass MR and can be dispelled; if they reach their victim, they last for 25 rounds
The Feeblemindedness seems to have been cut during development of the original game: there's a second item (or actually first: SIRINE.itm, in opposition to the active SIRINE1.itm) in the game files, but it's unused. It would apply Feeblemindedness instead of Confusion, and the effects would last double the time, 300 sec or 50 rounds/5 turns.I will update the related pages on the wiki in the coming days. I'll post them here when done.
it requires a 25.... i believe in the "break doors" or open locks score to get it