Alche, 3rd BG2 update
Finished WK level 2 with no trouble, ran away succesfully from Chromatic after inserting the keys. Everybody leveled up, and we're now level 12, cleric/mage 11/11.
Now I decided to go finish Umar for good. I generally avoid Thaxy until later unless I have an Archer on board. SCS Dragons have very nice AC protection, but Archers (especially buffed properly and with +3 arrows) punch through that, so I was fairly confident about it. What arcjers have vs dragons is range, so they're not likely to get tossed away by buffets, making them fairly reliable DPS.
Mance takes his Remove harmlessly and breaches his PfMW. Attack!
Dipel illusions if neccecary...
Slap and done. We wave the dragon good night
, pick up his wonderful loot (Girdle of strenght is on him - it and Crom Fayr scroll swap places with IR) and, still buffed with Pro Neg Energy, climb up to tackle the Shade Lord. I check my spellbook - no Death Ward, but I have both Secret Word and a Breach for him ready. I decide to risk it anyway - if all goes as planned, he'll be dead in no time.
And indeed he was. Alche removes his images, Secret word his Deflection, Breach his PfMW, done.
I return to city, do first two thieves' quests (Lassal had no rats! Hooray!) and visit the Planar Prison. This can be one of the hardest quests, but I was feeling very confident about it. No Yuan-ti mages spawned in the middle, probably due to our low levels, which was good. All was pretty smooth until the big guy himself. I triggered the fight with stealthed archer. Warden doesn't really care about stealth, but it allowed her to check wether he has Yuan-ti mages for backup (he didn't, only Salamanders). We summon some crap to hold him if he decides to use Time Stop. The moment he casts his BBoD, run; and don't look back.
The original plan was to survive his TS with him being focused on summons, debuff him, and kill him with arrows. Turns out, he didn't even use a Time Stop. He did have a defensive sequencer with Spell Shield/Deflection - we couldn't get through that, so I waited it out. He was also keen on PW:Silence usage; having no less than 3 and 3 Mordy Swords (SR makes them "killable" by weapons, but they take very little damage that way)
Kittix/Shadows/Skeletons stood their ground bravely here.
With his PfMW expired, Called Shot time. Trip slows him down to half, and we juke him around
Until he falls to the ground.
This is all nice; but I completely forgot to pick up much loot from the first encounter there (one with Yuan-ti mage). Bad, bad - selling those items would net me about 7-8K gold. Guess I'll have to find the money somewhere else.
Where could that be? Traveling to Temple District gave me the answer - Slavers! Yea, let the assault commence! (I'm feeling lucky today, Koshi be damned).
One of the "bad" things when you pick katana proficiency is the temptation to do this very early, since Celestial Fury is so powerful.
Anyhow, we enter the floor invisible, disarm traps, and pray for no Divinations.
There was one, but it's late for that - our position is secured. Sion casting Oracle means he's not a Conjurer- this is good actually. SR summons are usually much more powerful than vanilla variants, and can be both annoying (locking up my archer in melee is bad) or deadly, depending on what gets summoned. Be that as it may, I take a deep breath and get to the plan.
The plan is:
- summon Shadows
- summon Skeleton Warriors
These both being Undead, grants them two precious immunites - Cold & Poison (in addition to being immune to Koshi's stunning attacks and having 50% slashing resist).
- send them in front, toss Cloudkills (I got the wand from Mekrath) and Ice Storms. Cleric will potentially disperse Cloudkill, but it will definitely mess up their positioning.
- bring enemies low enough (they won't stand in the clouds for long) so archer/berserker can dunk them with mage backup
- keep Alche away from Sion
Well - let's get to it then!
Phase one - summons + Cloud/Ice Storm
Phase two - our summons are dead. Nvm, enemies are slowed from Ice Storm, archer gets to work, downs Koshi & Olaf. A skull trap is thrown for good measure. Sion is fully buffed and approaching.
Phase three - pay attention to Ketta. Backstab with a +4 bonus to damage for ranged weapon equiped means a possible chunk. Invis potion at ready.
Phase four - kill what's left with magic. Stalman freezes to Cone of Cold.
Drop Ketta. She's too dangerous if Sion debuffs mages. Alche uses his Detect Illusions skill here, reveals her, and Deb is merciless with her Tugian.
With that done, only Sion is left. And the Minotaur, but's he's nothing.
Sion dispels both mages somehow.
We kill the minotaur at range, Sion enters Time Stop, throws Dragon's Breath at Gragu (used Potion of Fire resistance to nullify the damage somewhat + helm of Rock is equipped), casts True Seeing and just as that was done, flaps a Comet. Deb dies instantly to the blow, but she's not chunked.
Next, he starts to cast Bigby's. A lot of Bigby's. these spells are fairly useless in vanilla (with level 8 variant being actually better than level 9 ) but with SR, these are well worth their slot. They go off constantly, round after round, and hurt immensly. Larkin died to them after failing 2 saves in a row.
In the end, after expending his entire spellbook (he was down to Chromatic Orbs), he finally dies.
I pick up the loot, raise the dead with Rod of Ressurect, equip Celestial Fury on Alche and feel really, really good.