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Old 07-10-2005, 02:18 AM   #1
Aerich
Lord Ao
 

Join Date: May 27, 2004
Location: Canada
Age: 44
Posts: 2,061
I haven't really been playing on a consistent basis, but I finally finished off TotL in this game (my second run through TotL). I've tried to mix up my strategies and make use of spells I don't use often.

Party has played on insane the whole way through, and consists of:

Paladin[23]
MC Ranger[15]/Cleric[18]
DC Fighter[13]/Mage[18]
MC Fighter[17]/Thief[20]
MC Fighter[17]/Druid[17]
Bard[30]

1) The pattern of quest awards is strange - you get a whole basketful of XP for passing the Magic Mouth on the second dungeon level, but almost nothing after that - only a little for putting the portal back together. My bard hit lvl 30 after the Magic Mouth, but nobody went up a level after that. Most of my characters are quite close, though, and will go up on the first level or two of Ichasaracht's Isle (Edit: I forgot I hadn't done the werewolf quest in HoW - got 1 680 000 total XP for that quest, so some of my characters have gone up two levels since I finished TotL )

2) I had a pretty easy time with the harpies/infernal harpies, but the jackals and jackal shamen in the SW corner of the fifth dungeon took me apart. It's very difficult to fight on that wide front against many melee opponents with the Stone Nuisances picking away at you. I finally used Mass Invisibility to get in and set myself up in a corner of the room. That worked well.

3) I sort of dislike the 6th level mage spells. By this time in the game, too many enemies have good saving throws, and many 6th level spells are useless if the opponent makes a save. It's a pretty big gamble using Disintegrate, Otiluke's Freezing Sphere, or Flesh to Stone unless you have Recitation going. I've found them to be much more useful to take out melee grunts that are pressing my tanks too hard - not much use to cast them on mages and other high level magic users. I imagine the risk is worth the reward on HoF, though.

4) A dual class Fighter Mage with Tenser's Transformation and Joril's Axe (+1 Con) can get up over 300 HP. This can be kind of cool, but only while taking out small groups of medium level enemies. The spell also removes the F/M's ability to cast (really making it a fighter, as opposed to the same spell in PnP D&D, which makes the mage beserk), so it's a bad gamble when facing spellcasters or large numbers of enemies that can get through the Mirror Image and Stoneskin then cause huge damage. Trollish Fortitude is a much better buff spell because it provides increased HP capability through regeneration while still allowing your mage to cast spells.

5) My bard has gone from being vital (was once the only mage caster) back to being a utility character. War Chant is a lot less powerful at this stage, especially on insane (enemies do 2x core damage). It does cut down the micro-management of healing spells, though. War Chant while walking...

6) Shroud of Flame is one of the coolest looking spells. Fire elementals are immune to the attack of olive slimes, so my shapeshifted druid combined with a couple of Shrouds cleared the third dungeon all by her lonesome.

7) If you place the stones in the wrong order at the portal, you summon 3 Cornugons for each misplaced stone. I did this for fun, and got 15 Cornugons... they tore me to shreds.

8) A buffed, mind-blanked F/M with 120% fire resistance casting acid storm, cone of cold, and prismatic spray can take out infernal harpies and minotaur elders by the score.

9) The cloak of invisibility (3x per day) is fantastic for a spell-less fighter/thief in melee, for both sneak attacks and frantic retreats.

10) Greater Shield of Lathander is the most awesome cleric-buffing spell there is - cast it before entering a room, move the priest out into the middle to draw enemies, then cast Recitation, Blade Barrier, and one more spell of your choice. If you have Protection From Fire and Resist Fire/Cold on the cleric, then you can continue to cast fire spells on your cleric (and the surrounding enemies) after the Shield expires. And the Lesser Shield is fantastic for giving your best tank a couple free rounds of hits on tough melee creatures.

And a bonus...
11) Dispel Magic is the most destructive spell that can be cast on my (or any) party.

[ 07-10-2005, 04:36 AM: Message edited by: Aerich ]
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