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#1 |
Dungeon Master
![]() Join Date: June 20, 2002
Location: USA
Age: 35
Posts: 99
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I'm in the sewers, and I went in the far right tunnel up to the place where the dwarves and people are. They told me to pay 1000 gps, but I didn't, and we fought. After that I found a hidden door that I went through, and I went upstairs into some secret place. I don't know where I am though. I haven't been here before, so can some one tell me where I am and if it's worth the fighting.... (I already killed some people, an umber hulk and a mind flayer... ring any bells?)
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#2 |
Harper
![]() Join Date: October 2, 2001
Location: Aberdeen, Scotland
Age: 43
Posts: 4,774
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Your in the secret illithid lair beneath athkatla, and its well worth fighting through. First of all the illithids are planning to take over athkatla, which is not a good thing, and second they somehow got their grubby paws on The Hammer of Thunderbolts, one of the ingredients for the Crom Faeyr, which is an awesome weapon to have.
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#3 |
Dungeon Master
![]() Join Date: June 20, 2002
Location: USA
Age: 35
Posts: 99
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Okay, thanks! ^_^
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#4 |
Elite Waterdeep Guard
![]() Join Date: July 11, 2002
Location: Stuck in Frankfurt, Germany
Posts: 30
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Hi!
I am there as well. But those mind flayer, I just don't seem to have a chance. How do you do to fight them. My charcacter are dying and dying and dying. ![]() |
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#5 | |
Harper
![]() Join Date: October 2, 2001
Location: Aberdeen, Scotland
Age: 43
Posts: 4,774
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Quote:
#1 Illithid very rarely kill you by HP loss (although its not impossible), since there attack temporarily lowers you INT by 4. If it reaches 0, your dead. So, although armour can help, the best protection is a Potion of Geniusm with several in reserve. #2 Illithid are psionics, and Umberhulks are nearly as bad - protection from confusion is a must. Chaotic Commands should about do it Once you take care of that Illithid are no more dangerous than your average thug, although the hulks can still do damage if your not careful.
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#6 |
Dungeon Master
![]() Join Date: July 26, 2002
Location: USA
Posts: 73
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The Umber Hulks die to Cloudkill and Death Spell regularly. Summoning some Skeletons usually takes out the Illithids, or you can use Greater Malison or Feeblemind to lower their saves vs magic since they don't get saving throws vs those spells. Depending on you mage(s)' levels Abi Dalzim's Horrid Wilting works wonders saving throw or no! "Physical" magic attacks such as missles and temprorary weapons are also effective.
Certain NPC have abilities and/or equipment that can really even the odds too. Nalia has the Signet Ring that gives her a +2 to all saving throws, so she is a good candidate for an anti-illithid party. I think its Paladins that are IMMUNE to charm, add Anomen to your party. You may also consider finding/making a ranger with Illithid as racial enemy. I recomend an Archer because this isn't the only Illithids in the game, and Archers own certain other Underdark/ground dwellers. |
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#7 |
Jack Burton
![]() Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
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Jeraal: 1. Not all paladins are immune to int. drain, only the Psionic Knight, an extra kit put in with The Darkest Day mod.
2. Anomen is NOT A PALADIN. He is a warrior priest. The only NPC in SOA (without any mods) is Keldorn. |
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#8 |
Dungeon Master
![]() Join Date: July 26, 2002
Location: USA
Posts: 73
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That's odd...my game says Inquisitor is immune to all Hold and Charm effects. That's pretty darn good considering almost every major enemy type uses one or the other. The only other spells I really have trouble with are those no-saving-throw-level-niners, and I don't doubt it is basicly the same for everyone else too. You're right about Anomen though, I couldn't remember because I ditched him almost as soon as I met him and haven't looked back.
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