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Old 07-10-2005, 02:18 AM   #1
Aerich
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Join Date: May 27, 2004
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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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Old 07-10-2005, 01:34 PM   #2
Dundee Slaytern
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Quote:
Originally posted by Aerich:
~~ 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. ~~
Hmm... actually, after Dragon's Eye, I kinda stopped using "Save or Else" spells. The bonus saving throws that the monsters get after that region is so ridiculous, that you will have better luck making a male Elf kiss a female Dwarf.

Even at the lower levels, I always cast Prayer, Recitation and Curse first before using such spells, and this is also reflected in my AI Scripts. It may be overkill on the lower difficulties, but on HoF, it is a necessary preparation.

One spell that retains its' use however, is Slow, due to its' inherent -4 penalty to saving throws.
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Old 07-10-2005, 04:16 PM   #3
Aerich
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Not to mention Chaos. Chaos is a lifesaver.

So if you don't use the single-kill spells at level 6, what DO you cast at level 6? Death Fog and monster summons? Antimagic Shell is worse than Tenser, and Chain Lightning is weak and unpredictable.
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Old 07-11-2005, 06:18 AM   #4
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I used lots of druid's summons and to get through the here.
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Old 07-11-2005, 04:11 PM   #5
Azred
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I use Death Fog combined with Web, Slow, Grease, or some combination of those three. An Incendiary Cloud inside a Death Fog is also really useful, assuming your opponents are not immune to fire.

Especially in HoF-mode games, I find that Chromatic Orb is one of my most useful spells, even though it isn't always effective. More often than not, though, I am able to stun and/or instantly kill the target. [img]graemlins/petard.gif[/img]
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Old 07-11-2005, 10:42 PM   #6
Dundee Slaytern
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Quote:
Originally posted by Aerich:
Not to mention Chaos. Chaos is a lifesaver.

So if you don't use the single-kill spells at level 6, what DO you cast at level 6? Death Fog and monster summons? Antimagic Shell is worse than Tenser, and Chain Lightning is weak and unpredictable.
Lvl 6? Let us see... I use Chain Lightning, Death Fog, Globe of Invulnerability, Power Word:Silence(<---- VERY UNDERESTIMATED!!!!), and Soul Eater.
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Old 07-11-2005, 11:11 PM   #7
Aerich
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Yes, I imagine PW: Silence is devastating - kind of the "final word" when it comes to attacking spellcasters. Very quick, no saving throw.

Soul Eater? Is that only because it has no saving throw? I haven't really found it very useful to date, although I suppose it's a good finishing spell once a group has been softened up.
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Old 07-12-2005, 01:49 AM   #8
Dundee Slaytern
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Damage is damage, and the occasional free HoF-Enhanced skeleton is always good.
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Old 07-13-2005, 02:02 PM   #9
Azred
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Antimagic Shell is quite useful when used at the right time, such as when you have a fighter/mage wearing the Ring of Reckless Action and wielding Valiant so that he may go toe-to-toe againt Malavon effortlessly. [img]graemlins/petard.gif[/img]
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Old 07-14-2005, 03:33 AM   #10
Aerich
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Ah. But it isn't that often that one comes up against magic users unsupported by grunts. I tried it against the rakshasas in TotL and got destroyed by the invisible stalkers, despite Stoneskin, and the rest of my party's casters bombing away.

Ok, I'll accept that it has it's uses.
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