.. this is the first quest i am doing, do my chracters arent very high in level.
i have:
minsc
jaheira
aerie
yoshimo
valygar
and my pc, a lvl8 sorc.
.. i am finding it so difficult to beat tanar'ri. any help would be greatly appreciated.
minsc has the most powerful weapon thus far, which is the sword of chaos +2.
i cant seem to do any damage.
cant beat tanar'ri
- James Mason
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- Joined: Mon Jan 27, 2003 7:47 pm
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I wouldn't give up just yet. If you don't have any +3 weapons, you can try using items and spells that inflict acid damage or cold damage. The tanar'ri has no resistance to acid, but he has 50% resistance to cold and magic. (He's immune to fire, electricity, and poison.)
You can have Minsc and Valygar try shooting Acid Arrows and Arrows of Ice at him (the elemental damage component might actually work), or you can have one of them stand toe-to-toe with the tanar'ri so that he won't attack your spellcasters. Jaheira can cast Doom (to lower the tanar'ri's saving throws) and Summon Insects (which might help), and Aerie can cast Doom, Holy Smite (if it works), Magic Missile, and Melf's Acid Arrow (if those are in her spellbook). Your Sorcerer should also cast Magic Missile and Melf's Acid Arrow if he can. If Holy Smite can hurt the tanar'ri, it will probably do more damage than anything else, followed by Melf's Acid Arrow. If Aerie can cast Ice Storm or Cone of Cold, they might help, but keep your own party members out of the way.
Also, if you have the Ring of the Ram, that might do some damage, but I'm not very familiar with that particular item. (I've just never bothered to use it.)
The tanar'ri has 94 hit points, so it might take a while to kill him. Maybe you can go back inside the Sphere and rest between "volleys"; I don't think he regenerates.
Good luck!
You can have Minsc and Valygar try shooting Acid Arrows and Arrows of Ice at him (the elemental damage component might actually work), or you can have one of them stand toe-to-toe with the tanar'ri so that he won't attack your spellcasters. Jaheira can cast Doom (to lower the tanar'ri's saving throws) and Summon Insects (which might help), and Aerie can cast Doom, Holy Smite (if it works), Magic Missile, and Melf's Acid Arrow (if those are in her spellbook). Your Sorcerer should also cast Magic Missile and Melf's Acid Arrow if he can. If Holy Smite can hurt the tanar'ri, it will probably do more damage than anything else, followed by Melf's Acid Arrow. If Aerie can cast Ice Storm or Cone of Cold, they might help, but keep your own party members out of the way.
Also, if you have the Ring of the Ram, that might do some damage, but I'm not very familiar with that particular item. (I've just never bothered to use it.)
The tanar'ri has 94 hit points, so it might take a while to kill him. Maybe you can go back inside the Sphere and rest between "volleys"; I don't think he regenerates.
Good luck!
.. well, after around 40 restarts.. i finally did it.. i had minsc go in with sword of chaos+2 accompanied by 4 fire elementals, and yoshimo + that other guy with arrows of cold.. ring of ram from my sorc + doom from aerie and jaheira on first round.. melfs acid arrow + holy smite + another doom.. and on the last round, holy smite + doom + acid arrow.
i had never used doom or holy smite before.. maybe because im not a good player.. but thank you very much for your advice.. you saved my butt!
i had never used doom or holy smite before.. maybe because im not a good player.. but thank you very much for your advice.. you saved my butt!
Edit: I started writing this post before I saw that you had already defeated the tanar'ri. Congratulations! Well, here's my own experience with that fight.
To see how tough your situation is, I just gave it a shot myself. I took an 8th Level Sorcerer to that area along with Minsc, Jaheira, Aerie, Yoshimo, and Valygar with a minimal amount of equipment.
You can hit the tanar'ri with +2 weapons. Minsc could hit him with the Sword of Chaos +2, and Valygar could hit him with the Corthala Blade +2. I gave the Gauntlets of Ogre Power to Valygar to improve his damage and his chance to hit. The tanar'ri has AC -9, so he's very hard to hit. For some reason, it seemed like he has a lot more than 94 hit points, but that's how many he's supposed to have. He was dealing out so much damage, it wasn't easy to count the number of points of damage I did to him.
The tanari's 50% magic resistance protects him against Melf's Acid Arrow and Holy Smite. In other words, about half the time, those spells don't affect him. Magic Missiles have a better chance to hit him just because there's more than one more missile. Melee damage seems to be the most efficient way to kill him.
I advise you to make use of Death Ward and Free Action (aerie probably has one slot for it). You should also circle around the tanar'ri and the Nea'liyl (which appears to be identical to the tanar'ri) and kill all of the other monsters before the tanar'ri or the Nea'liyl can see you. When I engaged the tanar'ri, I kept my party members spread out and "tag-teamed" him and tried to keep him away from party members who were held or badly hurt so I could heal them. It seemed like he used his death gaze a little less often when Jaheira hit him with Summon Insects, which does indeed do one point of damage every round. She cast it on him three or four times when she wasn't healing other party members, but I'm not sure if it was doing more than one point of damage per round.
It took me three attempts to defeat the tanar'ri, and I had to gulp a lot of healing potions. The tanar'ri stayed at "Badly Injured" or "Near Death" for so long, I really wonder what the deal is. Minsc and Valygar both turned tail and ran a couple of times. I'm not sure if that's because they were injured or because the tanar'ri made them run. I cast Resist Fear on Valygar and had Minsc go Berserk, and that seemed to help. When the tanar'ri finally went down, the killing blow was actually the second or third round of damage from Melf's Acid Arrow, but Minsc and Valygar had inflicted most of the damage.
I really don't think that +3 weapons would make much difference in this fight. The problem is, you don't have an adequate array of offensive and defensive spells (or adequate saving throws and hit points) and your THAC0 is too low to fight a tanar'ri because you're too low in level. I give you a 33% chance of success, though, so go for it.
To see how tough your situation is, I just gave it a shot myself. I took an 8th Level Sorcerer to that area along with Minsc, Jaheira, Aerie, Yoshimo, and Valygar with a minimal amount of equipment.
You can hit the tanar'ri with +2 weapons. Minsc could hit him with the Sword of Chaos +2, and Valygar could hit him with the Corthala Blade +2. I gave the Gauntlets of Ogre Power to Valygar to improve his damage and his chance to hit. The tanar'ri has AC -9, so he's very hard to hit. For some reason, it seemed like he has a lot more than 94 hit points, but that's how many he's supposed to have. He was dealing out so much damage, it wasn't easy to count the number of points of damage I did to him.
The tanari's 50% magic resistance protects him against Melf's Acid Arrow and Holy Smite. In other words, about half the time, those spells don't affect him. Magic Missiles have a better chance to hit him just because there's more than one more missile. Melee damage seems to be the most efficient way to kill him.
I advise you to make use of Death Ward and Free Action (aerie probably has one slot for it). You should also circle around the tanar'ri and the Nea'liyl (which appears to be identical to the tanar'ri) and kill all of the other monsters before the tanar'ri or the Nea'liyl can see you. When I engaged the tanar'ri, I kept my party members spread out and "tag-teamed" him and tried to keep him away from party members who were held or badly hurt so I could heal them. It seemed like he used his death gaze a little less often when Jaheira hit him with Summon Insects, which does indeed do one point of damage every round. She cast it on him three or four times when she wasn't healing other party members, but I'm not sure if it was doing more than one point of damage per round.
It took me three attempts to defeat the tanar'ri, and I had to gulp a lot of healing potions. The tanar'ri stayed at "Badly Injured" or "Near Death" for so long, I really wonder what the deal is. Minsc and Valygar both turned tail and ran a couple of times. I'm not sure if that's because they were injured or because the tanar'ri made them run. I cast Resist Fear on Valygar and had Minsc go Berserk, and that seemed to help. When the tanar'ri finally went down, the killing blow was actually the second or third round of damage from Melf's Acid Arrow, but Minsc and Valygar had inflicted most of the damage.
I really don't think that +3 weapons would make much difference in this fight. The problem is, you don't have an adequate array of offensive and defensive spells (or adequate saving throws and hit points) and your THAC0 is too low to fight a tanar'ri because you're too low in level. I give you a 33% chance of success, though, so go for it.
hehe, holy smite did work.. if you cast doom 3 times before trying.
to keep him occupied, my sorc has an item equpped that lets me cast ring of ram 1time/day, and also something else equipped that lets me summon elementals. i kept him busy with 4 fire elementalsand minsc up front.
jaheira and aerie casts doom, while i hit with the ring of ram for the first round. second round was the doom from jaheira, and holy smite form aerie. then i rushed, and holy smited once more with aerie. this defeated him without any healing needed.
to keep him occupied, my sorc has an item equpped that lets me cast ring of ram 1time/day, and also something else equipped that lets me summon elementals. i kept him busy with 4 fire elementalsand minsc up front.
jaheira and aerie casts doom, while i hit with the ring of ram for the first round. second round was the doom from jaheira, and holy smite form aerie. then i rushed, and holy smited once more with aerie. this defeated him without any healing needed.
Good job, keeB! I was getting my ass kicked for a while with a lvl 10 party!
What I did was send in an invisible scout and target a bunch of Webs and Cloudkills. This takes out the little demons quite fast, and Cloudkill DOES work on the Tanar'ri..but not all that well. So have archers with +2, Ice, or Acid Arrows bombarding him, cast a ton of Magic Missiles and Acid Arrows, and try to stay out of melee range. Cast Remove Fear to keep too many from running, because if they run into the other tanar'ri there'll be hell to pay.
What I did was send in an invisible scout and target a bunch of Webs and Cloudkills. This takes out the little demons quite fast, and Cloudkill DOES work on the Tanar'ri..but not all that well. So have archers with +2, Ice, or Acid Arrows bombarding him, cast a ton of Magic Missiles and Acid Arrows, and try to stay out of melee range. Cast Remove Fear to keep too many from running, because if they run into the other tanar'ri there'll be hell to pay.