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Top random encounters for XP

Discussion in 'Icewind Dale 2' started by Neutrino, May 18, 2005.

  1. Neutrino Gems: 1/31
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    [​IMG] Firstly, I recommend to install the weimer's "easy-to-use" mod, because not giving XP for barely surviving 7 yuan-ti champions is simply cruel. :mad:

    Area 1
    The Fell Woods, when searching for the ghost's horn, there is a new path in the dryad screen.
    In the next screen there will be 4 or 6 Skeletons (depanding on party level), that can sum up 900+ xp in each encounter.
    After leaving that screen through the right path (using Wilderness Lore), you come to a place that looks similiar to the one you left, then go to one of the paths, which lead to "nowhere" and you'll find yourself with another group of Skeletons.
    Tip: Protect the Cleric. ;)

    Area 2

    Random Encounter when resting at the Cold Marches river. You won't get any sleep, but a lot of monsters will appear each time.
    Unfortunately, the xp reward is quite low. :(

    Area 3
    Random Encounter when resting in the Caves with the Umber Hulks and the Yeti.
    A 13 lvl party can get 225xp for each Umber Hulk who mostly come in groups of 3-6.
    The Yeti offer acceptable xp compensation (62 or 68 in Weimer's mod) and their pelt is a good source for cash (Bag of Holding full of pelts gives about 8000 gp). :eek:

    Area 4
    Random Encounter when resting in the 3rd lvl Dragon's Eye(mostly in the high priest's room).
    There you encounter a variety of monster, that if you are lucky an encounter can sum up 400~ xp.
    :)

    Random Encounters in IWD2
    The Random Encounter in IWD2 are sometimes ridiculous.
    For example, in the Cold Marches waves of monsters attack you, however, in the field of slaughter you can sleep for days without interruptions (for a field of slaughter it is an extremely boring place); even the Severed Hand is safer. :confused:

    Q: Is there a way to change the random encounters make it more frequent and challenging?

    hope it helps some of the desperate ones, and feel free to add any criticism, help, idea and so on. :)
     
  2. General Ghoul Gems: 8/31
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    What about the fields before you reach the goblin camps where the drums are. For low level chars, the randoms there are big, ice trolls, half goblins, etc. Some decent treasure drops (cash). Have the druid to assist in the fight or watch over you when you really need to rest. I've leveled up two 1st level char here before moving on.
     
  3. Neutrino Gems: 1/31
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    [​IMG] Indeed, General.

    Not to mention endless supply of Worg Riders, due to the drums, and I even tried to put it to the test.

    I destroyed the 2 western drums and the northern outpost (with the Worg General), and after several attempt (that is, Save and Load :p ) all that left were the Orc Shamans the NE.
    One of the Orcs was pounding on the drum, and I was hopping to kill as many Riders as I can.
    Surprisingly after 4 or 5 waves of Riders the Orc Shaman simply stood there doing nothing.

    Same thing happened with the drums in the fortress (one with the guard and one with the 2 trolls).

    But you're right, it is a good fighting ground, I just think that all the safe grounds in the game should have been in the beginning and not in the Underdark or the fields of slaughter (Sorry, the name is so Scary and dramatic ;) ).

    While we're at it. When Oswald crashs it is better to kill all the beetles that come out of the nest (50~), than to simply destroy the nest. You get the same amount of quest XP.
     
  4. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Yeah, you can almost limitless XP for fighting ice trolls outside the Goblin Fortress.
     
  5. Erisad Gems: 2/31
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    I don't like them ice trolls....
     
  6. Neutrino Gems: 1/31
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    [​IMG] No doubt, Erisad, please allow me to ease your frustration.

    The Trolls are very annoying, because their damage range can kill a non-fighter (even rogue or cleric) in one round (with the help of cold damage).
    The best thing to do is to first rest&fight against Orcs in Torak's camp (you can even get there even AFTER retaking the bridge).
    Get the party to lvl 4 or 5, and then go for the outer sections of the fortress (the 3 outposts with the drums).

    Inside the warren's caves there are 3 drums, and as stated before there is a limited number of Riders that can be summoned.
    The Riders come in pairs and very rarely attack the same party member, and here is my Tactic against them.
    "Rider 1" chaces "Rogue", "Rider 2" chaces "Fighter".
    "Cleric", "Sorcerer", "Paladin" and "Ranger" form a group and shoot arrows at "Rider 1" according to their proficiencies (Bows or Crossbows).
    "Rogue" walks in circles near the group to keep "Rider 1" in firing range (but not to close to make "Rider 1" change target).
    In the meantine, "Fighter" moves away to area already cleared, and literally takes "Rider 2" on a tour away from the group.
    After "Rider 1" is killed, "Rogue" joins the group and all of them come to aid "Fighter".

    Now, about the Ice Trolls...Some of the weapons given by Yqoug (big red creature with palms that look like frog legs) are fire based, which makes it easier to kill ice trolls.
    If the weapon given by him is not useful, simply load until you get one that is(I like the fire/acid Helbard).

    I think the best time for rest&fight against ice trolls is after killing everything in the fortress, and all that is left is to free Braxton.
     
  7. Shrikant

    Shrikant Swords! Not words! Veteran

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    For a Normal game remember that:
    Ice Trolls take 10 bonus bludgeoning damage.
    Fire Trolls take 10 bonus slashing damage.
    This should double in Insane.
    I guess they also take damage from the opposite element, but I never got any such weapons so early in a Normal game.

    To keep yourself safe from cold damage, buy the boots from Elytharra. They resist +6 points of cold damage.
    The Aegis of Rime feat gives you +5 cold resistance.
    Aasimars and Tieflings get a racial bonus of +5 cold resistance.
    Ofcourse they can still kill you the old fasioned way, by beating you to death ;)

    Thanks for the info on those summoned riders Neutrino :thumb: I thought there would be more and never really stood to find out.
     
  8. Neutrino Gems: 1/31
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    Glad to help.

    Again, I recommend Weimer's Mod (see above), for the selection of magical weapons at the beginning is VERY limited.
    The Mod gives you in the begining access to acid bastard sword and regeneration heavy armor (good for cleric, in my opinion).
    Using Assimar& Tiefling is a good idea :thumb: , which still makes "Pure Human" party the best combination (though, I DO have one Drawf). :lol:

    Good Luck with those Ice Trolls. :)

    [ May 28, 2005, 15:57: Message edited by: Neutrino ]
     
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