Mortmal
Arcane
- Joined
- Jun 15, 2009
- Messages
- 9,490
RED, blue is not worth it.Yeah, deleting the warlocks, rolling a full wizard party. Which moon guise? Red? Blue?
RED, blue is not worth it.Yeah, deleting the warlocks, rolling a full wizard party. Which moon guise? Red? Blue?
5 Red Wizards 1 Mantis Gladiator, Warlock+Sorc NPCs for ultimate pewpew.Yeah, deleting the warlocks, rolling a full wizard party. Which moon guise? Red? Blue?
3 reloads on final battle for me.
No, really.
Unfortunately my party had terrible luck. Never managed to take out any of the casters in the courtyard fight through the instant death effects of the prismatic spells. A true-seeing wade-in fighter with a skewering enchanted scythe was my MVP. Even took out the dragon in a single round.Casting that prismatic shit on your enemies feels great, though.
I won initiative.3 reloads on final battle for me.
No, really.
Damn son.
What did you do?
Both types of spells count towards the daily limit.
Warlock/Psychic Healer get spell slots + power pool, so effectively they get twice the spells (unlike Sorcerers)
However, I still find it hard to roll decent ones, because having to spread your stats that thin is not my playstyle.
No , just no, dominate is unrelaible with very low % success most of the time.If you don't have Red Wizard, most of the enemies can be Dominated relatively easily by a Psion or Wizard. Hold spells also work.
The secret to winning the game is 3 red wizards , 1 psion , 1 cleric or bishop eventually , 1 gladiator or fighter . I v'e reached chapter 4 and melee are fucked up, mages and archers installed in the towers you cant reach them, they will nuke you with everything in the book , no fly spell there's absolutely nothing you can do. It's like Jasede said, accelerated casting, 2X prismatic void or go home.
Those are the top tier classes ,melee hybrids are garbage no point even to look at them, caster hybrid are garbage as you will get spread out attributes and lower DC on your spells , sorc , warlock to the trash bin.Of course you get one sorc and one warlock as companions i still recommend to pick them for the extra casting hey are just sub optimal .
So many classes , i've probably spent 100 hour on this game rerolling by now , most of them must not be picked, thats sad. Even wizard , there's only one viable way its evocation, by end game my spec enchantment wizard had like 4% success on dragons, 20% on marilith, only manageable mobs were those you could fry in one round.
Win init and nuke first round that's all there is to kotc 2 .
Yup, Against The Giants: https://en.wikipedia.org/wiki/Against_the_GiantsIs the original game based on some old adventure book? KOTC 1 I mean.
The plot of each of the three original modules focuses on a particular type of evil giant. Each can be played as a standalone adventure, or as a series. In Steading of the Hill Giant Chief, a tribe of hill giants have been raiding lands occupied by humans, and the humans hire the player characters to defeat them. Glacial Rift of the Frost Giant Jarl pits the player characters against the evil Jarl of the frost giants. Hall of the Fire Giant King concludes the series, this time against a group of fire giants. The first two modules disclose the existence of a secret force behind the giants, which in the third module is revealed to be evil drow elves. The plot involving the drow continues in four additional modules printed between 1978 and 1980.
In the final battle of the game are several enemies you can dominate with 50% or better odds, mainly vampires and melee mooks.
My wizard didn't have SF: Enchantment or anything like that. He did have Greater Spell Penetration, same as the Psion.
Mass mute ? they can still resist that .Themed party idea for roleplayers that might be viable:
5 Wizards, one of each moon (making sure to specialize spells because you will not get that many scrolls!) and 1 Death Knight leader/champion. Rely on summons early on, and transition to blasting/enchanting/knight buffing later. Get by with healing items early on, and later make Erzimon heal.
Mortmal
Use SILENCE on the towers, the fucking mages of destruction can't cast in zone of silence. Preferably Widened. Just gave you the keys to the kingdom, bro. You can 100% do it with silence. Silence 1 tower with the cleric, and put Stinking Cloud + Web on the other. Also spam Cocoon until it works.
And yeah, that fight fucking sucks.
I think a Bard would be better than a Death Knight for that. A Bard can add +1/2/3 to spell DCs for your casters, but it's limited per day, so I don't know. The Death Knight has to be pretty close to stuff for his save-reducing aura to work. The Bard also gets 9 bonus feats if you want him to trip stuff or whatever.Hmmm, if you need to load on so many wizards - maybe Death Knight is better than gladiator or fighter for the dc lowering aura?
Nope no companions, but i am not even speaking of front gate just the towers surrounding it since you are suppsoed to clear around to get enough xp . Even that is umanageable till you win init. Reload till you get init, cast cocoon every single one of them save ! Reload till you get init and it works. Fucking tedious.Not Mass Mute.
Circle 2 Cleric spell Silence. Or Bard silence song. You have a cleric, right? Or a Bishop? Or Erzimon? It works.