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Character suddenly dies when animating undead!?
Posted: Sun Oct 09, 2005 3:24 am
by liorde
Ok, I think I have seen everything this game has to offer...
This is practically the most annoying thing yet. And it happened to me quite a few times in the last gaming hours
Simply put out, I animate undead and after the undead appears, a character of mine simply dies. Gone,
vanished. Thank goodness, I can resuurect him, but this is very annoying indeed. And why only when I am
summoning undead?
Has anyone else seen this issue before?
Thank-you.
Posted: Sun Oct 09, 2005 3:28 am
by Ravager
I've never seen that. The spell is supposed to animate a corpse, so I suppose it's possible it's using one of yours. Still odd though- it may be related to the alignment of the cleric.
Posted: Mon Oct 10, 2005 1:53 am
by liorde
I dont know about this too much. Except that it is very annoying.
Anyway, I am now in the final battle stage. *VERY* hard indeed. I Could only reach to a state that the twins are "Barely injured".
And I was fighting them for almost 15 minutes..! 2 of my characters were already gone, had no time to
resurrect them at all.
What are your advises for me?
And nother thing, the game's difficutly slider, which one is the effective one? The slider on the game's config
utility or the one inside the game's "gameplay" options...?
It is currently set to the most difficult (the in-game slider that is).
Thanks again!!
Posted: Mon Oct 10, 2005 2:57 am
by florin_0001
How to beat the twins
well your caracthers die because dead you sumon is too powerful for your characters.If you will make high level charcters they wont die then.i had all level 30 and none died then.
And about the twins this is how you beat them: you ave to have a cleeric and cast sanctuary on all your characters and then go to the twins,after that yo go to a corner you put the mage inthe corner and you soround him with the others ,then only with the the mage you start sumoning until you make 5 sumons,after they die you sumon again .This is the easiest way o kill the twins and believe me the sumons do a lot more damage then you,after lvl 20-25 i sumoned apocaliptic bone.. . I finished the game on Healt of fury and i needed a lots of sumons to do it.
"This is another way to kill the twins :you have to have a bard then you pause the game and you start singing songs (while in pause mod),while in pause mode you push to sing and stop and sing again a lot of times 2-3 min
then you release pause and start hiting with your fighters , 10-20 sec you wont hit them but after that you do extra damage i hit the twins with 200 dmg on healt of fury .after you see you do not do extra damage you pause again and start over.
Is better to do good things,rather than bad.
Posted: Mon Oct 10, 2005 3:13 am
by Ravager
[QUOTE=liorde]Anyway, I am now in the final battle stage. *VERY* hard indeed. I Could only reach to a state that the twins are "Barely injured".
And I was fighting them for almost 15 minutes..! 2 of my characters were already gone, had no time to
resurrect them at all.
What are your advises for me?[/QUOTE]
Well, I agree with florin about going after the mage, he summons lots of enemies against you and the battle is a LOT easier without. Only focus on ONE of the twins the whole time through. Only one needs to get down to the neccesary health for the battle to end. I think I cast all the usual protections and bonus spells (e.g. Haste, Fear protections, Chaotic Commands) and the Black Blade of Disaster (from a scroll) + Tenser's Transformation combination on my mage.
I haven't tried the bard thing.
[QUOTE=liorde]And nother thing, the game's difficutly slider, which one is the effective one? The slider on the game's config
utility or the one inside the game's "gameplay" options...?
It is currently set to the most difficult (the in-game slider that is).
[/QUOTE]
Both should be the same. Changing one should have the same effect on the other.
Posted: Mon Oct 10, 2005 7:30 am
by liorde
Thank-you for the replies.
You guys are right about the wizard to the east side of the throne room, I missed him totally until
I had been bashed real bad. Only then I located him and took him out. Seems like Isair & Madae are
for toe to toe battle only since no spell I used had any effect over them.
A few more questions(general questions, I do not want to open another thread for them):
--------------------
1.
Everybody is talking about Mass Haste which is quite a buff spell, but throught the entire game I could not find a scroll like this. They say that it really helps in this battle.
Can this scroll be purchased somewhere? What if my mage fails to learns a spell with a certain scroll? WHat can be done? Simply load a game before reading it?
2.
Say I finish the game? Is HOF the only option to enjoy the game again assuming I will be playing with my current characters? What is the top-level you can reach in this game? (patched or unpatched).
3.
Regarding BLASPHEMY spell which is cast at the end-game, is it a "evil-only" spell? Can I construct a party
with a mixture of Evil & Good characters? Say a paladin, will he go well with a neutral-evil mage?
Can an evil mage cast Blasphemy? Is there an advantage for an evil character in this game?
4.
Regarding the Shades spell, who can cast it? Is it true that at a certain level you can cast a controllable Gelugon or something similar?
Thanks again.
Posted: Mon Oct 10, 2005 7:50 am
by Ravager
[QUOTE=liorde]1.
Can this scroll be purchased somewhere? What if my mage fails to learns a spell with a certain scroll? WHat can be done? Simply load a game before reading it?[/QUOTE]
You should find it somewhere in the game but I can't reme,ber where. IIRC it's 7th level and many 7th level scrolls were available in Chult. Saving the game before memorising a spell should stop you losing spells if you reload after failing to memorise.
[QUOTE=liorde]2.
Say I finish the game? Is HOF the only option to enjoy the game again assuming I will be playing with my current characters? What is the top-level you can reach in this game? (patched or unpatched).[/QUOTE]
HOF is the only way. AFAIK there aren't any mods that extend the normal game. Not sure of the level cap.
[QUOTE=liorde]3.
Regarding BLASPHEMY spell which is cast at the end-game, is it a "evil-only" spell? Can I construct a party
with a mixture of Evil & Good characters? Say a paladin, will he go well with a neutral-evil mage?
Can an evil mage cast Blasphemy? Is there an advantage for an evil character in this game?[/QUOTE]
Blasphemy is the evil equivalent of the good Holy Word spell. Only to be cast be evil clerics. I don't think it's a mage spell. You can have a mix of alignments, but you should consider casting alignment specific spells may hurt your own party (E.g. good spells will hurt your evil characters too).
[QUOTE=liorde]4.
Regarding the Shades spell, who can cast it? Is it true that at a certain level you can cast a controllable Gelugon or something similar?[/QUOTE]
IIRC the creatures summoned grow in power depending on your level, so it's feasible at the really high levels (particularly in HOF) you will summon higher power monsters.
Posted: Tue Oct 11, 2005 2:18 am
by liorde
Finally.. VICTORY !!
Wow those were 2 very hard battles..!
But I think I learned well from my mistakes in the previous attempt.
I am thinking of starting the game in HOF right now.
Check this out, the Blasphemy spell, did not catch me this time.
As soon as the battle began I immediately ran to the back of the room away from the spell's effects and then swarmed back to
get rid of the summoned monsters and their summoner.
Then I took the tips that were mentioned here and focused only on one of the twins. That did the job.
Of course I would not have been able to accomplish all of this without the hefty assistance of my most-valuable
"Undeads" especially the apocalyptic boneguard. Not a creature to be reckoned with!
Thanks for all the replies and maybe we meety again as I will pass through the in HOF mode.
Posted: Tue Oct 11, 2005 2:27 am
by Ravager
Well done.
One tip for HOF mode- Summoned creatures will be very useful especially spells that increase in power as you level up (like Shades IIRC). All monsters do extra damage and have more hitpoints but the same also applies to summoned creatures.
Posted: Thu Oct 13, 2005 4:05 pm
by jeremiah
Festering drowned dead emits an aura that characters need to make a fortitude save or die outright. Probably you are playing unpatched as the patch nerfs animate dead to a certain level. A quick edit fixes this though
![Smile :)](./images/smilies/)
Posted: Sat Oct 15, 2005 7:49 am
by liorde
Precisely...
It really did happen with these creatures only.
Thanks for the enlightment.
Another question please. I started the game now in HOF mode. I am now in the first chapter. When I animate undead I get the "crappy" zombie lords and "boneguards" What about the "drowned undead" and apocalyptic boneguards I recieved previously ??
Another thing, is the "Omproved Inititative" feat active after patching the game? I read somewhere that on an unpatched game it has no effect whatsoever.
Thanks again!!
Posted: Sat Oct 15, 2005 5:25 pm
by jeremiah
So you patched the game now? Well it does nerf animate dead to just getting zombie lords and regular boneguards. If you want the big, bad ones back, you need to edit a file. Can't remember what is but use the search function for the forums. I am sure the tip is somewhere in another thread.
But animate dead was too strong a summons. I am sure you will now get more appreciation for Giant Vermin and Shades/Greater Shadow conjuration. Plus the patch fixes Improved Invisibility since it was way overpowered and made the lich and the insane mage (in Dragon's Eye) ridiculously hard.
Posted: Sun Oct 16, 2005 1:27 am
by liorde
Hi Jeremiah,
Yeah my game is patched now. If it isbecause of the patch then it's OK. I thought something else went wrong here.
What about "Improved Initiative" feat, does it work after the patch is installed ?
Thanks again.
Posted: Sun Oct 16, 2005 7:41 am
by jeremiah
No Improved Initiative is not fixed in the patch. However, there is a fan made fix that you can download (I think sorcerers.net has a link to it). But it doesn't exactly fix the feat. You have to enable cheats in the game and then create a potion with the appropriate item code. Have a character equip it in quick item slot and then use it. Tada, improved initiative feat working
![Smile :)](./images/smilies/)
.
http://www.sorcerers.net/Games/IWD2/index_editors1.php
It is the Improved Initiative Workaround.