1. How do I destroy the last 3 trolls inthe Keep?
Also I killed all those Stone Golems with my Air Elemental I conjured from my Air Staff +2 from the Master of Thralls in the Astral Prison.
2. What other baddies can I use them on?
My solo sorceror needs some help.
- roguekiller
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My solo sorceror needs some help.
We are what we repeatedly do, therefore excellence then is not an act but a habit.
- Garcia
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what lvl. are you Roguekiller?
you have boots of speed so why not hit and run they are not magic res. they are not to keen on fireballs it would be a good start to send in a you wizard's eye (YOU DO HAVE WIZARD'S EYE, RIGHT!!) and then give them a fireball if they get too close just summon your airelement it has low to none casting time.
you have boots of speed so why not hit and run they are not magic res. they are not to keen on fireballs it would be a good start to send in a you wizard's eye (YOU DO HAVE WIZARD'S EYE, RIGHT!!) and then give them a fireball if they get too close just summon your airelement it has low to none casting time.
This weeks health tips:
Don't eat sharp objects it can be the cause of 7 out of 10 bad stomages.
Don't eat sharp objects it can be the cause of 7 out of 10 bad stomages.
Cheese Alert
Before I entered the room and set the encounter in motion I used all my level 2 spells to cast a series of webs into the room to slow the trolls down and all of my level 3 spells to cast skull traps into the room , the combigned damage of 3 or 4 (I forget exactly which) skull traps going off all at the same time disabled the troll companions of Turgal so they could be despatched with a fireball sent out from one of my wands. Turgal was then subjected to a couple more fire balls to finish him off while he was stuck in one of the four webs that was holding him up.
Before I entered the room and set the encounter in motion I used all my level 2 spells to cast a series of webs into the room to slow the trolls down and all of my level 3 spells to cast skull traps into the room , the combigned damage of 3 or 4 (I forget exactly which) skull traps going off all at the same time disabled the troll companions of Turgal so they could be despatched with a fireball sent out from one of my wands. Turgal was then subjected to a couple more fire balls to finish him off while he was stuck in one of the four webs that was holding him up.
Just remember, everyone is entitled to my opinion
- roguekiller
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- Musashi Miyamoto
- Posts: 213
- Joined: Tue Aug 07, 2001 10:00 pm
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level 12 Solo Sorcerer against shadows, peronally I'd put up all the standard protections (mirror images, stoneskins) then I'd use melf's minute meteors and magic missiles to take them out if they are coming at you in ones and twos, skull traps if there are larger groups of them.
Just remember, everyone is entitled to my opinion
- phr33kin_idiot
- Posts: 10
- Joined: Tue Oct 02, 2001 10:00 pm
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Sunray or False Dawn on Shadows!? That's like casting Horrid Wilting on Goblins!
If you have a Cleric, try Turn Undead and watch them all explode.
If you don't have a Cleric, simply beat them up with magical weapons.
If you have a Cleric, try Turn Undead and watch them all explode.
If you don't have a Cleric, simply beat them up with magical weapons.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
Yes skull traps do damage the party as well as enemies.Originally posted by Phr33kin_Idiot:
<STRONG>I've recently started playin baldurs gate and was wondering can skull traps damage you and your team? Oh yeah what do potions of insight actually do??</STRONG>
Potions of insight raise wisdom to 18 for 6 hours, only really useful when casting wishes although userunfriendly may disagree, see the following post for details
[url="http://www.gamebanshee.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic&f=2&t=007813"]Usefullness of Potion of Wisdom[/url]
[ 10-12-2001: Message edited by: Saruman ]
Just remember, everyone is entitled to my opinion