An Improved Anvil version 5 ecounter
Posted: Sat Mar 22, 2008 7:10 pm
Ok, for those of you who are very skilled and looking for a challenge, I would like to post a description of one battle that I faced in Improved Anvil (IA). Hopefully, this will help you decide whether you are up to the challenge. I think I did this when my party of 6 had approximately 3,595,500 XP, which equates to approximately level 20 in (IA).
The opposition (as best as I can judge with Near Infinity):
Monster 1: fighter 30/wizard 25; AC -7; 151 HP; THAC0 -9; str 19; resist fire, cold, electricity, and acid 100%; resist magic 60%; resist slashing, crushing, and piercing 55%; resist missiles 90%; immune to lower resistance, silence, and non-magical weapons (spams PfMW, if I recall correctly); increased casting speed
Monster 2 and 3: AC -9; 300 HP; THAC0 -4; str 25 (does apx 42 HP damage per hit; 12 of which can go through stoneskin); resist fire cold, electricity, acid, and missiles 100%; resist magic 80%; resist slashing, crushing, and piercing 90%; immune to many spells, stat kill, level drain, vorpal effects, lower resistance, timestop, and poison; hasted; will gate in Monster 4 or 5 and keep gating them in periodically as long as they survive; gated monsters appear immediately and attack in the same round
Monster 4+: AC 0; 120 HP; THAC0 1; str 25; resist fire, cold, electricity, acid, magic, and slashing 100%; resist crushing 90%; resist piercing and missile 75%
Monster 5+: AC -2; 150 HP; THAC0 1; resist fire, cold, electricity, acid, magic, and piercing 100%; resist slashing 90%; resist crushing 75%
Monster 6: fighter 17; 120 HP; str 18/86
Monster 7: fighter 11/mage 11; 80 HP; str 18/92
Monsters 8, 9, 10, and 11: conjurer 14; wizard 20; conjurer 17; conjurer 17
Monsters 12, 13, 14, and 15: mooks (like fighter 8/wizard 8) that will cause problems if you don’t protect yourself properly and may be targeted by your summons
Also you can expect the intelligent use of magic. Your mages will be killed by Power Word Kill if not protected. Triple Horrid Wiltings or Chain Lightnings are favorite contingencies. Sequences of nasty magic are also used. Additionally, even the melee is done intelligently. If the monster discovers his weapon is ineffective, he will switch targets. Sometimes, he will switch targets at random. So, the technique of baiting them with an invulnerable mage becomes difficult. Anyway, I was happy to survive this battle, but I bet some players could do it on Insane difficulty.
Incidentally, this is not reputed to be one of the most difficult battles in Improved Anvil…
The opposition (as best as I can judge with Near Infinity):
Monster 1: fighter 30/wizard 25; AC -7; 151 HP; THAC0 -9; str 19; resist fire, cold, electricity, and acid 100%; resist magic 60%; resist slashing, crushing, and piercing 55%; resist missiles 90%; immune to lower resistance, silence, and non-magical weapons (spams PfMW, if I recall correctly); increased casting speed
Monster 2 and 3: AC -9; 300 HP; THAC0 -4; str 25 (does apx 42 HP damage per hit; 12 of which can go through stoneskin); resist fire cold, electricity, acid, and missiles 100%; resist magic 80%; resist slashing, crushing, and piercing 90%; immune to many spells, stat kill, level drain, vorpal effects, lower resistance, timestop, and poison; hasted; will gate in Monster 4 or 5 and keep gating them in periodically as long as they survive; gated monsters appear immediately and attack in the same round
Monster 4+: AC 0; 120 HP; THAC0 1; str 25; resist fire, cold, electricity, acid, magic, and slashing 100%; resist crushing 90%; resist piercing and missile 75%
Monster 5+: AC -2; 150 HP; THAC0 1; resist fire, cold, electricity, acid, magic, and piercing 100%; resist slashing 90%; resist crushing 75%
Monster 6: fighter 17; 120 HP; str 18/86
Monster 7: fighter 11/mage 11; 80 HP; str 18/92
Monsters 8, 9, 10, and 11: conjurer 14; wizard 20; conjurer 17; conjurer 17
Monsters 12, 13, 14, and 15: mooks (like fighter 8/wizard 8) that will cause problems if you don’t protect yourself properly and may be targeted by your summons
Also you can expect the intelligent use of magic. Your mages will be killed by Power Word Kill if not protected. Triple Horrid Wiltings or Chain Lightnings are favorite contingencies. Sequences of nasty magic are also used. Additionally, even the melee is done intelligently. If the monster discovers his weapon is ineffective, he will switch targets. Sometimes, he will switch targets at random. So, the technique of baiting them with an invulnerable mage becomes difficult. Anyway, I was happy to survive this battle, but I bet some players could do it on Insane difficulty.
Incidentally, this is not reputed to be one of the most difficult battles in Improved Anvil…