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Dead magic rooms in WK maze

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Palpatine, Jan 26, 2002.

  1. Palpatine Gems: 5/31
    Latest gem: Andar


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    I can't get past the second dead magic room (the one with the trap at the entrance, and the pit fiend) My party is my sorcerer, Jaheria, Viconia, Imoen, Nalia, and Aerie. My party is pretty high level, sorcerer just got level 20, but relies on magic for most big battles. And since all my protection spells are dispelled when I enter the room I can't use resist fear before I enter the portal and half my party gets affected my the pit fiend's fear skill and run across the trap and get torn to shreds. Is there any way to avoid that room (though i am lothe to leave any fiends of baator behind)?
     
  2. Big B Gems: 27/31
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    [​IMG] What you need is for some of your party members to make their saving throws against the fear/stun or whatever else gets thrown at you. Potions of Invulnerability can raise your saving throws, and I believe you can do that and get by, because that's not magic, it's a potion.
     
  3. Palpatine Gems: 5/31
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    Can't do that, only Jaheria can use potions of invulnerabilty. I guess i'll just go sleep till my loser apprentices finish my scroll and then make them make the staff of power out of spite instead of letting them all live. Are there any weapon/rings/etc that either give immune to fear or can cast resist fear?
     
  4. Lord Sarevok Guest

    Have Viconia casts Remove Fear; that should do the trick.
     
  5. Palpatine Gems: 5/31
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    Lord Sarevok, are priest spells allowed in the dead magic rooms? If they are then forget resist fear, vicky and areie can kill all the demons w/ a few holy smites and bolt of glorys. But I think they couldn't cast them either.

    BTW, why is it that vicky, an EVIL cleric knows holy smite not unholy blight? Not that I'm complaining.
     
  6. ShadowDaemon Gems: 3/31
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    All I can say, is "Where the hell are your fighters?" A troupe of magic masters is great and good. But seriously, you need at least ONE happy little sword swinger to distract the nasties while you pelt 'em with magic... and c'mon... theres a certain degree of satisfaction when you haul off and maul somebody with nothing more than muscles and skill to save your ass.

    I think Clerics can do what they do in the dead magic... but only cause they cast in the Wild Magic rooms with no surges(that I noticed) dont quote me on it though.
     
  7. Palpatine Gems: 5/31
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    Finally got past it with holy smite :) spell sequencers also work so i just had Aerie use a spare spell sequencer scroll and loaded up 3 smites and watched mr pit fiend and friends cower and die under Baerevon's wrath.

    ShadowDaemon: I prefer to have 6 characters cast energy blades and watch the carnage as they throw frisbees of death at everything. 9 attacks per round * 6 characters w/ 'average' damage 7.5 missile and 5.5 electrical per attack (not including resistances) chuncks up pretty much any group of enemies ('average' of 405 + 297 damage dealt out per round). The 4 demon knights later in the maze lasted 2 whole rounds and the shadow wraith didn't fair much better (with only me and vicky having any disk spells left). And if I actually need to distract enemies Jaheria and Vicky work for that. It just comes down to preference (and not wanting to let any of my ladies go). The only thing I really miss is not being able to use Azureedge on the vamps.
     
  8. Modjahed Gems: 14/31
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    I usually try to keep any weapon or item that has some special protection:
    1) Arbane - Hold
    2) Adjatha - Charm and Domination - great anti-vampire weapon
    3) Equaliser and Lilarcor - Charm and Confusion
    4) Dragonslayer - Fear.

    Potions of Clarity will also grant immunity to fear.

    Btw I agree that Energy Blades is the best spell ever.

    One more thing: Any ability that is not in your spellbook but at the "Special Abilities" will work in a no-magic zone: Like whirlwinds for Jaheira, sequencers, innate abilities and such.
     
  9. WildMage Gems: 1/31
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    Glad to hear you got passed it...

    I originally had a bit of trouble in here too, however this helped me out:
    One thing I noticed in this room is that the demons are 1 (Pit Fiend or Baalor?) and the other three are Cornugons...
    If you just stand near the entrance to the room the three Cornugons will attack the other... by the time the battle is over, (usually) all but one of the demons will be dead... then its easier to have your fighters (and in my game, everyone else with missile weapons) take out the last of them...

    Yes, you lose out on some XP by letting them fight it out amoungst themselves... but hey, a mage or sorcerer needs to pick his battles at times...
     
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