Eleanor Cobham, Necromancer, Update 17 - Final Update
All right, let's bring this to an end. We buff up, adding full protections against ice, stuff like storm giant strength, invulnerability and another round of pierce magic spell triggers for Eleanors 3*ADHW CC. As we enter combat, the spell triggers are immediately deployed, now we just have to wait for the AHDWs to fire:
However, with all of their buffs, our fighters simply deal too much damage - Mel has to flee even before the ADHWs are able to hit her (though at least we get to see them in the combat log in the moment of her retreat):
All right - we didn't get dispelled, so all our buffs are still running. We immediately move to the first pool and clear it without any issues. While Eleanor gets ready to activate it, Jaheira calls in an elemental prince (we get lucky, and two of them appear). Time for round two. Jaheira has to be a bit carefuly, as she's lost her ironskins while fighting at the pool:
Jaheira retreats for a bit, the others finish the job in quick fashion - our foe retreats yet again:
I haven't been hesitant using traps in this run (see, for example, WK level 5), so why do the second Amelyssan battle at all? Well, the reason is that Jan just doesn't have enough spike traps for that - only 7 in total, which guarantees 2 (or rather 1,9) victories against the final boss, not it's not enough for three reliable ones. I've picked up the bonus wizard spells as HLAs early on, and I gained fewer levels than I would've expected in total.
We still have our buffs, and this includes full protection against frost damage, so the second pool is rather easy to clear:
This is where we use our first 4 spike traps - Mel's third incarnation is her most dangerous one. We also add in one normal trap for extra safety. She appears and has to retreat immediately, just as expected - no teleporting away, no slayer shadows. Now, Jan equips some one-handed weapons for dual-wielding and casts timestop via limited wish, with 3 more timestop scrolls at the ready, and goes after the fallen solar (with improved haste, at 4 APR):
That was the crucial target here, the others aren't too much of a threat and quickly cleared out by the party:
We place our final 3 spike traps and 4 normal traps. This is likely to be enough for Mel, but I've seen 3 spike traps not do the job before, so we do call in a few summons and renew some buffs just in case. We also try to go for a wish-rest, but fail to get one with 2 uses of the spell (I forgot I also had a third use via spellscroll) - still, this preparation is looking bad for Mel:
And indeed, the traps do the job - we are able to get in a few melee hits as well right before the battle ends, but they were propably not needed. Victory is ours.
Finally, we have all classes and kits represented in the Hall of Heroes. Congrats to everyone in the no-reload community for this achievement, which took at least 16 years to get to
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All right, let's bring this to an end. We buff up, adding full protections against ice, stuff like storm giant strength, invulnerability and another round of pierce magic spell triggers for Eleanors 3*ADHW CC. As we enter combat, the spell triggers are immediately deployed, now we just have to wait for the AHDWs to fire:
We still have our buffs, and this includes full protection against frost damage, so the second pool is rather easy to clear:
Finally, we have all classes and kits represented in the Hall of Heroes. Congrats to everyone in the no-reload community for this achievement, which took at least 16 years to get to