Head back to the Copper Coronet and you'll find Hexxat waiting where her substitute used to stand. Speak to her to have her join your party. Despite various immunities and effective immortality , she is not built for the front line which means that she must be classed as a utility character where she loses out big time to Jan Jansen.
She will give you an item called Dragomir's Respite which is a Bag of Holding which also contains Hexxat's coffin. She will use this to regenerate if she is ever reduced to 0 HP.
He is someone that Jaheira had dealings with years past - it seems that she broke up his slave breeding business. After he has spoken a bit, three Wizards will teleport in and inflict a magical wasting disease on Jaheira. She will immediately lose 1 point of Strength, Dexterity, Constitution and Intelligence and will die within nine days if you don't do something about it.
Jaheira will ask about the whereabouts of Belgrade, a merchant who had prior dealings with Ployer but Bernard will tell her that he's dead and died from a wasting disease. Before investigating the the house where Belgrade was found, pay a visit to Cornell in the Council of Six Building in the Government District.
He will tell you that he finds Ployer distasteful and will offer not to respond to Ployer's request for assistance when you track him down for the sum of G. Agree to his terms and you will earn XP. Return to the Slums and enter the Derelict Home in the northeast of the district. Baron Ployer will gloat at Jaheira for a little while before calling for his hired help who do not arrive.
While you can kill Ployer now, it is more profitable to select the "And now we will talk Ployer will return the lock of hair that he used to curse Jaheira and you will earn XP. However, Jaheira won't let him off so easily, cutting him down earning you another XP.
If you want to, you can search Ployer's house for a note from Terrece. Return to the Copper Coronet and rest three times. Jaheira will recover from the disease, unlocking the Restored trophy. This quest begins when you pick up an injured man, Renfeld, and take him to his friends in the Docks District of Athkatla. The friends just happen to be the Athkatla branch of the Harpers.
The first part of your dealings with them is documented in the area walkthrough. A day or two afterwards, someone named Meronia will tell Jaheira that she has been summoned to the Harper HQ. Jaheira will leave the party, albeit temporarily. Simply return to the Copper Coronet and rest. Jaheira will return to the party and will ask you to accompany her to the Harper Hold in Athkatla. Return to the Galvarey Estate in the Docks Distict.
Buff up before going inside and nip into the Sea Bounty's Tavern to do so if you've not paid for a magic licence. You may want to use Chaotic Commands on your hardest hitters.
Once inside, you will be subjected to a show trial by Galvarey, a man too arrogant for his own good. It doesn't really matter what you say - just click through his questions. The question is whether Jaheira will stick by you.
Assuming your Reputation isn't in the crapper she will. Iko will do the usual thief-y thing of gulpiing Invisibility potions and backstabbing your allies.
You're fighting a little bit close-up for carpet bombing them so use enchantments like Chaos to take individuals out of the fight and summons which should be getting quite powerful now to distract and damage them. A week or so later, your travels will be interrupted by a Harper named Reviane who tells you that you are to suffer Harper justice.
Jaheira will try and explain the situation, that Galvarey will simply acting to advance his own position in the hierarchy. Reviane is sceptical, but you can allow Jaheira to say why Galvarey was so interested in you. If you wish, you can also try and take a non-violent option to resolve matters. If your reputation is sufficiently high, Reviane will stand down. If not, oh well. There is no violence on this occasion but if you tell Jaheira that you trust her judgment, she will decide that she has had enough of the hypocrisy and will renounce her Harper status.
After another week or so, Courtierdale will approach your party again and tell Jaheira that her death has been ordered. When you wake up, your party will be one woman down but someone named Terminsel will arrive and hand you a note.
Read Jaheira's Note to learn that she has taken herself to the Harper Hold in the Docks District to face her accusers. Follow her there. Inside the Harper Hold you'll face a trio of not-very-tough mercenaries. When they're dead, head upstairs to find Jaheira. Jaheira believes that this place is no longer a base of Harper operations, pointing to the lack of Spectral Harpists and ignoring the fact that you may well have killed them earlier.
Head downstairs and you'll face a rather tougher group of five mercenaries. He and Jaheira will have words in which he reveals himself to be utterly corrupt and then violence will ensue. After another few days in the original release, scripting errors meant that this bit would take months of in-game time , Terminsel will show up unannounced, wherever you happen to be at the time. In case you're wondering this is Terminsel popping up after the Shadow Altar has been cleansed. He will ask Jaheira whether she is certain of her path.
If you are locked in a romance or your Reputation is 15 or greater, she will reply in the affirmative and Terminsel will give her a Harper Pin , an item that isn't terribly useful for Jaheira but nonetheless an item that only she can use. If Jaheira is uncertain, Terminsel tells her rather pompously to think on it and leaves.
Not an even an apology for all that Harper BS. After Jan has travelled with you for some time, one of his many cousins, Beeloo Jansen, will seek Jan out to tell him that someone named Lissa is staying at his house. Jan will say that he needs to go home. Ask whether you can help and Jan will say that you're welcome to come with him.
You'll learn that Lissa is an old sweetheart of Jan's but she chose to marry Vaelag, an organised criminal. Make your way to the Jansen Home. Jan will learn from his mother that Lissa's daughter is ill. Upstairs, Lissa will apologise to Jan for how she's treated him and say that Vaeleg beat the child, Jaella.
However, Jaella is not physically sick but psychically wounded and has no more than ten days to live. Ask whether Jaella can be healed and he will tell you to seek out The Hidden and to start your search at the Jysttev Estate. Go back upstairs and tell Jan what you've learned. Jan will want to stay behind with Lissa while you find the Hidden so that you can save Jaella's life. Despite not being one of the "Enlightened Ones", tell her that a child's life is at stake and she will tell you to find the Hidden in the sewers under the Copper Coronet.
You will earn XP. Return to the Slums District and go through the sewer entrance in the Copper Coronet. The Hidden can be found at the lower end of the tunnel where you killed the Kobold Shaman for his staff ages ago. The Hidden knows that you are here to seek a cure for Jaella. He will help her if you help him by killing two creatures hunting him.
You are speak to the pair's contact in the Sea's Bounty Tavern in the Docks District and tell him that you are a "Seeker". Unfortunately, they sense your true intention and attack. Grab some gold and a Mage Robe of Fire Resistance from their remains. If they manage to cast Mordenkainen's Sword, don't try and fight it - just run.
Return to the sewers under the Copper Coronet and report back to the Hidden who will tell you that Jaella has been cured. Ask him how come there are Githyanki after him and he will reveal himself to be a Mind Flayer before leaving. You can force attack him at this point - he's worth XP. Unfortunately, Lissa has bad news for Jan.
Lissa, Vaelag and Jaella will leave and Jan will rejoin your party. You will earn another XP and the Homecoming trophy. After completing the Unseeing Eye quest, travel to the Government District with Keldorn in your party and he'll remark that it might be an idea to check in on his family.
Agree to do so. The Firecam Estate is just below the Prison. When he goes in, Keldorn is in for a shock. Lady Maria isn't exactly pleased to see him and confesses that she's been seeing another man. Do not encourage him to report the matter to the authorities. Instead, suggest that he confront Sir William who is to be found at the Mithrest Inn. Go over there and speak to Sir William of Thorpe.
Keldorn will rethink his relationship with his wife and will want to go and speak to her. Say that you will go to his estate right away. You may want to relieve Keldorn of anything unique and irreplaceable that he's carrying before doing so, however. Back at the Firecam Estate, Keldorn will want to make a go of his marriage. At this point, it's up to you as to what to do with him: release him from your service you lose him as a companion until the expansion , give him a day or give him no time at all.
Your choice will earn you XP and the Family Matters trophy. After travelling with Mazzy for a while, a halfling named Danno Fairfoot will seek Mazzy out, telling her that he's hurt Pala, having poisoned her after giving her what he thought to be a love potion. Mazzy will want to visit her mother's home right away.
Not sure why you have to question her here, but whatever. You'll learn at least that Pala is Mazzy's sister and betrothed to Danno. Head to the Fentan Home in Trademeet. Mazzy's mother, Vara, will tell you that Pala has been poisoned by the gnome peddler, Wallace, who sold the potion in the first place. He vehemently denies poisoning Pala but tells you that he has a new supplier, a Cleric in the temple of Waukeen named Barl.
Renwellyn will go and search Barl's chambers to try and clear the matter up. Edit source History Talk 0. Do you like this video? Play Sound. This article is a stub. You can help Baldur's Gate Wiki by expanding it. So, if you have a Monk, go find Keldorn and swipe his armor. If you want Keldorn in your party and feel bad about this, just remember that he can wear any armor he wants, while your Monk can only wear Keldorn's.
But you cannot wear it if your WIS is too low. Drink a potion of insight, equip the armor. Then try a dispel magic on him and the additional WIS is gone but the armor is still equipped. If you created a new character from scratch these will be: based on main character's Alignment. Souma has an interesting Evil Abilities strategy: I have to say, I was pleasantly surprised by how useful some of those evil powers are.
Well, it is when you use the Call Woodland Beings spell with Jaheira natch. Not only do you get to cast Mass Cure as a Level 4 spell instead of a Level 5 sort of , but if you don't need the Nymph getting in your way afterwards, you can use those evil Larloch's Minor Drain and Vampiric Touches on it and gain big hit points temporarily.
Soon after you will gain a new ability, to become the Avatar of Bhaal, the Slayer. The Slayer is immensely powerful, and immune to just about everything. There are a couple things to keep in mind about the Slayer. First, you lose 2 reputation points every time you become the Slayer. Not much, but it can add up if you use it too often. Second, if you stay the Slayer for too long at one time, you will die and the game will end.
You'd think that you would lose Hit points, but you gain it back from the spell You can actually heal yourself with an offensive spell.
This increases your CON, which for most. Because your CON is higher when you gain a level, you will actually gain more hit points than normal. These hit points even stay with you when the Holy Might goes away. Very useful way to use the main character's special abilities. This is especially useful for fighter type main characters as they gain the full bonus from having a high CON.
Dual Classing Restores Traps with generous assistance from the Lord of Fire One way to get Yoshimo's or anyone's Set Traps ability back after having set a trap is to dual class, then cancel that dual. When that is done your old abilities are restored to you, including your set traps. Note: Kicking a thief out of the party will reset their traps as well, however, any monster killed with the trap will NOT give you Experience.
I found the invaluable for a soloing thief char. You can hide in the shadows, walk into a battle, backstab someone, turn the ring on, and then either walk out of the screen if somebody starts casting a True Sight spell or some such, or if you want to let their defenses drop then walk into the battle and backstab again. And you don't have to use up potions or spells. I really love once-per-day use items, because I don't feel that I "wasted" something when I use them VIII.
The following sections have specific advice for dealing with the tougher monsters. Basic strategies from Xander77 Backstab from someone powerful is always good. The Inquisitor's Dispel makes every mage battle a lot easier. Slayer kills everything. What you do is make a guy invisible with a ring, potion, stealth, etc. Then you send someone into the room, the invisi-guys will move to let him through, then go back into place, when the enemies see you, run back through the doorway.
The enemies will run into your invisible characters and not attack them because they can't see them, then you can take the enemies out with spells and ranged weapons.
You need to prevent your invisi-guys from attacking and becoming visible. All that is needed is to have the free action effect on the Blade before or during the spin i. Haer'Dalis has become one of my best lure characters. Equip him with Stoneskin, several items that grant magical resistance, and the ring of free action. Have him go into defensive spin and you are nearly untouchable.
The "Fake Talk to the Enemy" Strategy: Dragonslaying This is one of the bigger exploits in the game, and it is incredibly simple to pull off.
Many enemies start out with the Light Blue circles around them indicating that they are neutral, which means you talk to them and they become hostile later. Or sometimes they talk to you What you do is this. First make any normal battle preparations cast protective spells, haste and whatnot , then PAUSE the game. Now click on every enemy as though you were going to TALK to them.
Then switch over to attack mode and Force-Attack your enemies. When you unpause the game they won't attack you. And if there are more than one enemy, the others will wait a while before attacking, watching you take out their comrades!
This can be repeated as often as desired, and if you want to keep doing it, be sure to pause about every 5 seconds and continue it. Dragonslaying, of course! The three dragons in the game all start out with Light Blue circles around them. So, do the fake-talk to them, and start attacking.
You will get quite a lot of time before they raise their defenses, time that you can use to do some damage. Note: There are times when you absolutely should NOT use this strategy. Some monsters don't die, instead they start talking when they get close to death. With the Fake Talk, you won't reach this point and the monsters will never die. Don't use it on Lassal, Kangaxx, Lavok, Irenicus and anyone who is particularly crucial to the plot.
Tough Battle Tips: Some basic strategies that I have heard of to kill tough monsters: - Back away from the monster so that you can't see it anymore, then cast Cloudkill. If you're a sorcerer or have the wand, drop as many Cloudkills as you can. Their effects stack. Adar - Summon forth a Pit Fiend, then keep the party out of the battle. I used the cloudkill strategy, had Nalia memorize 3 project images and 6 cloudkills using a ring of wizardry.
Then just project image, hit 6 cloudkills in general direction of dragon, quickly kill the image with the best fighter my beastmaster dual-wielding the bone club and gnasher so I could get another image and set off more cloudkills as soon as possible. It took all three images' cloudkills, otherwise the damage would be so slow that it would cast heal before it could be killed.
I once managed to get an image to project another image, but wasn't been able to repeat it. I did not rest once after this and finished the game without using any spell other than one Protection from Evil 10'. Editor's Note: Project Image is probably the most useful spell in the game, and the easiest one to abuse as well. Using Project Image you can have the image cast every spell you have, and when the Image disappears, you will still have all those spells.
Also, the Image has no summon limit, it can summon as many monsters as it wants. Luckily enough my ranger was wearing the Cloak of Mirroring, so the lightning bolt got reflected back to Imoen, who was wearing the Cloak of Reflection, so the lightning bolt kept being reflected back and forth from my ranger to Imoen and vice-versa. Now here's where it gets interesting. Every time a lightning bolt got reflected, the original lightning bolt would continue to bounce around the room.
So after a couple of reflections, I had about 4 to 5 lightning bolts bouncing all over the place vaporizing everything in their path. I was quite happy that the Kuo-Toa were being turned into ash before my eyes, but not quite so happy when it killed my entire party as well, except for my ranger and Imoen, who were still reflecting lightning bolts back and forth.
Not sure how useful this trick is, but I thought I'd mention it since its cool looking at all those lightning bolts flying all over the place. It'll probably be more useful if the party was protected from electricity. Chromatic Doom: from the Maxx You remember that first-level mage spell "chromatic orb", and the first level priest spell "doom"? The ones that just seemed really crappy at the start? Well, if your mage is level 12 or higher, any enemy hit by it must save vs.
Now, granted, dragons have a good save vs. If you have Aerie in your party, have her throw the two spells into a sequencer, or minor sequencer. I was able to kill the shadow dragon in Suldanesselar, the red dragon in Watcher's keep, and one or two others, only using these spells, nothing else.
Note: Make sure to place doom in the sequencer before you put chromatic orb in first, or else you just wasted a spell. Set Snare Tricks: Strategy tip for dragons and other tough battles: I went to the Windspear Hills right after doing Nalia's Keep on my first run-through, and when I reached the Red Dragon. I was still quite low level, as I hadn't done any of the town quests except Aerie's circus and the slaving ring in the Copper Coronet. I figured, oh what the hell, I'll give it a go anyway, and proceeded to prep for battle.
By chance, I remembered Yoshimo's set snares ability, and strung snares all around the big lizard before attacking. They must have accounted for at least half the damage I did to it, and I managed to kill it without any severe injuries to my party. Anyway, I thought I should mention this as it seems many people have overlooked this ability on the BBs I've looked at, and it can prove invaluable in any number of combats especially those you can prep for. IMHO it makes the bounty hunter far superior to the other thief kits.
Geoff Ulreich To expand on that tip, lets consider this: with not only Bounty Hunter kit's Set Special Snare ability, even a regular snare cannot be stopped by any creature's resistance stats or saving throws. What that means is thieves' snares are, in actuality, the best weapons in the game for defeating just about every boss and mini-boss.
What I usually do is to set traps around dragons they never initiate attack , rest, set some more, rest, and set more Since snares do not 'expire' when you rest, you can essentially blanket an entire area with snares. Not only can you do this around tough enemies such as the dragons Yoshimo killed the first two dragons for me without a single member of my party having to go on attack , but also such as the Mind Flayers, Beholders, and other tough er enemies in this game, some of which you can not even go near without layers and layers of protective spells.
Willis Su As you can see, this is so unfair it runs into game-balance issues -another reason I was reluctant to share the tip.
One warning to anyone trying such a tactic: be diligent in removing snare notations on area maps, or the map WILL cause the game to crash, since it's NOT designed to handle so many snare notations. My cousin and I have found a really neat trick. With any thief or bounty hunter, you can set infinite traps. Remove the thief from the party.
The thief will then move to talk to your main character. Say yes. I have tried this many times with Yoshimo, and it has made certain tough battles a lot easier. SMShadow This method is actually preferred, as the traps of a kicked-out party member even if they return won't net you any experience.
How to Kill Civilians without really trying : from Willis Su For those that are able, cast the necessary protection spells Protection from Evil , and summon forth a demon Cacofiend, Gate, etc. The demon that you summoned will tear everyone in the vicinity to shreds without affecting your reputation.
Just make sure your party can contain the demon so it kills whom you wanted it to kill, or else you may start to lose quest-vital NPCs. Use it cautiously. A "Hit Die" is roughly the equivalent of a level There are a great MANY monsters in the game that fit this bill, including, but not limited to: Trolls although they'll still need to be hit with Fire or Acid, but you get double experience for killing them twice Umber Hulks Mind Flayers The Death spell will instantly kill these bad guys.
Some will follow you and some will not, and even if they do, they do it one at a time instead of moving as a group like yours,. Also, if the spellcasters do not follow you out, that gives you an opportunity to wait until their protective spells expire before you go back in. If you can control the creatures, make them walk around the monsters a bit to induce the monsters to cast spells instead of using physical attacks.
Marking enemies' location with junk There are times when you want to move out of the enemy's sight and use spells like cloudkills, etc. An easier way to remember where they are so that you can cast those spells is to drop some junk as markers. Even with the fog o' war you will still be able to see the junk from far away. For example, I killed the red dragon while virtually no one was severely hurt by: 1. Walked right next to him and dropped some junk and set some snares.
Made him hostile, by sending in one character to talk to him. The character then got out of the dragon's sight immediately. Summoned any creature at spots where you know the dragon can see them rising but cannot touch them without walking up to them.
The dragon naturally chose to use his breath on that creature, usually killing it before it even started to walk. Repeated with summoning creatures large and small, until the dragon stopped using his special attacks Cast some area-attack spells where the dragon was, and then 7. Basic for killing groups of enemies.
If used to kill a single tough enemy, a spell sequencer - 3 pierce shield or 3 lower resistances is good beforehand. Also - Set the contingency, rest, trigger the contingency in battle, then immediately set the same contingency again.
Make sure your PC auto pauses after a spell is cast. Lower Resistance, Pierce shield, then go Whacko. Once Timestop kicks in, Shapeshift into the Mindflayer. During Timestop, all your attacks are auto-hits.
So once timestop ends, your enemy is dead. So, Shapechange - Mindflayer kills all. Despite the description of the spell, it actually works on the golems too! It might take a couple of tries, but you can rest in the same room as the golems and try again.
After you've gotten the biggest on there charmed, let him kill off the others and then loot the treasures before the spell wears off. Hit them with anything else and you will get the "weapon not effective" shtick. The weapon itself won't hit, but it will still do its fire damage.
The only place where they run free is Suldanessalar, and there you can use the invisible door blocker to keep them at bay - just have her move away a meter or 2 when the golem uses the gas attack. The gas attack is sometimes capable of hurting him and sometimes not - haven't quite worked it out. If it does hurt, just move the character away until stops.
Go back to hacking away at the golem. The golem only has 80 hp or so - not too tough a task. One casting is enough to kill a golem some kind of ThacO spell is preferable beforehand, though. Great for killing magic resistant creatures. Pit Fiend? Well fear no more! Simply cast Protection from Evil on your party and they will ignore you! This is not a guaranteed strategy, some demons will attack you anyway.
Demons killing from Xander77 As this FAQ mentions, protection from evil 10 feet radius works wonders. Most random non quest related demons won't see you, thus giving plenty of time to ambush them.
Actually not that bad of an idea. There are often several annoying distraction - quasits, genies, and such - around the demon. Get rid of them using some are destruction spells. Then your buffed up haste, chant, chaotic commands on the main char [hold and stun protection] etc party charges the demon.
A few ruffled feathers later, he should be dead. The reason all the aforementioned work is because they ignore magic resistance which the demon has a plenty. They get stunned and slaughtered, but they have plenty of hp, so you'll have some time before he turns to you. Now lower his resistance and magic missile him to death damn, this game would be a lot harder is some monsters just bothered learning Shield - Slayer change.
Also counts as desperate measures for handling one measly demon, but it does the job quite effectively. One turning - and the undead explode. What's even better then is an evil clerics I. E - Viconia undead turning - you don't blow up undead, you turn them to your side. Generically speaking, your cleric level is usually more then enough to turn the weaker undead you're facing to your side.
Beginning with level 20 you can turn Liches to your side. Now to my point. So you can cast one level 2 spell which lasts 24 hours on Vicky, and have her run around turning undead.
Its really fun walking around with undead allies following you. No risk involved. Two simultaneous castings of false dawn knocked out every vampire that swarms around you. If they should survive, they're still confused and more than a little vulnerable.
The Mace of Disruption and Vampires: from Xar In Chapter 3, get into the lair, get the Mace of Disruption and pull back. Upgrade it with the Illithium.
The vampires will obligingly leave their door open while you spend a day or so with Cromwell. Fighting Monsters who Level Drain: mostly from Travis Archer There are many types of undead that will "drain" your levels when they attack. You may be a level 12 fighter, but that vampire just made you into a level 10 fighter. This is easily fixed with a Restoration spell, but there are some other consequences of level drain as well.
When a spellcaster is drained, they lose their higher level spells. So, to protect against this: Memorize your most important spells first. That way, they're the last spells to get level-drained. This makes mopping up after vampire encounters a lot less annoying. When you restore levels, spells are not re-memorized, so don't forget to do this before you rest. Negative plane protection, which protects from level drain, has a disappointingly short duration, and having to memorize and cast it 6 times before a fight is obnoxious, so I recommend that you do one of the following: 1 Cast it only on your spellcasters re-memorizing spells is annoying 2 Keep your casters in the rear and don't cast it at all 3 Use limited wish instead to protect your whole party with one spell.
It's a shame that you can't have 2 daystars, since that option doesn't hurt party members. Move your entire party except for the mage and the guy with the daystar into the corner. Make sure that the guy with the daystar won't be hurt with the mages sunfire.
If possible, try to make sure that both sunray and sunfire go of just as the lich appears. That usually does the trick. This goes through all his protections. If you control him, either use his spells against another enemy, or have him waste them into thin air, then attack him. If he manages to kill them all, summon a few new ones, better waste summon spells then to have him sling instant death spells at the party. Now take your time while dispelling his protection.
Ruby ray of reversal, Khelban's warding whip though if you have access to those, you probably can just turn him with your cleric breach, etc. Eventually he runs out of protection spells and you can just pepper him full of bolts and arrows. Already outlined in this FAQ and my favorite strategy for dealing with mages. Move your entire party, except for one guy, into the corner. Put a summoned monster or 2 where the lich is supposed to appear.
Have the lich appear, talk to the char and turn hostile. Now have the char run to the corner. The lich should turn up a few defenses, then fry the summoned creatures.
Wait a minute or 2, and send another summoned creature in. If the lich's defenses have run out, he should cast some new ones. Just keep doing this until he runs of out defense spells or, if you're extra cautious, until he runs out of major attack spells then charge him with your entire party. PS - Using a wizard eye or farsight to supervise, make sure that the creatures gradually move him towards the party.
This strategy depends on the lich not seeing the party. Note: The above works only if your summoned monsters keep the enemy well away from the party. Turn into a jelly and just sit there. The lich's pit fiend can't hurt the jelly and the lich should take care of him himself.
The efreet's first few opening numbers are spells, so you don't have to worry about that. If he hangs around long enough to run out of spells and start attacking you physically unlikely just have your party take him out.
Your Stoneskin should absorb a few blows anyway. By the time you Polymorph ends, the lich should run out of defenses and use up most of his spells. Now go and kill him. Wait until his protection from magical weapons runs out, and just wallop on him. The only drawback is having to refresh the spell. If you have the protection from undead amulet, then it's just unfair. Ignores all protections even protection from magical weapons on a critical. Also known as BOOM.
Run through the door whenever he begins to cast a spell. The spell is wasted. Run back in. Wash-rinse-repeat until he runs out of spells. Doesn't work in ToB. Fighting against liches and especially against time stop. Use fog of war to your advantage, hide in the "fog" and summon creatures to attack the lich don't follow yourself, only send your new minions.
You won't be able to see anything but you will get message at the bottom to know what's going on. The Lich will waste some of its spells, usually wasting its Time Stop as well. Don't cast all your summoning spells at once, Death Spell will get. They still alert you to their presence and give you time to buff up, though. Buff up and surround him is actually all you need, but here is a more detailed game plan: Note where the dragon is, and do the following just outside his sight for the shadow dragon specifically.
Drink any potions you feel like drinking some stuff to raise your resistance to his breath weapon is good. Summon up 5 long-term monsters. Fire elementals druid invisible stalker, skeletons, Killthix the spider figurine. Cast protection vs evil 10 feet most dragons are evil, it will protect both you and your summons, and should last you until the end of the battle and then some.
Now get your personal buff spells up: Stoneskin, Blur, Mirror image, Fireshield for mages. Maybe a Simulacrum from Vhailor's helm and a lesser restoration on it now. Haste for the mages and maybe mass invisibility level 6 , and.
The preparations are over. You should start casting the next spell as soon as you're done with the previous, except from Bless Chant and Defensive Harmony - those should be cast just before you run into combat Run up to the dragon and make 2 circles around him. One circle, which touches the dragon - summoned creatures. One circle, which uses ranged weapons - the party members.
Note: The shadow dragon will cast a death spell on summoned creatures if he sees them, so its best that they go into the 4 corners of the room while hugging the walls, and converge on his location when you're ready to begin the battle. Now issue a formal challenge to the dragon or not. Doesn't make much of difference. Personally I prefer to challenge him when everyone has just began casting their spells.
Have everyone attack. You go: remove magic to handle the haste and the immunity to magic weapons. Pierce magic to handle to Stoneskin and take his magic resistance down. Now just magic missile him to death. Can anyone help me? Iron Throne Cult. Join Date: August 23, Hi Johnmerlin, welcome to the forum He's standing right in the middle of the Copper coronet, near the fire thingy, he looks just like a commoner, a little hard to spot, try talking to everyone in there, he's got to be one of them!
Lord Ao. Join Date: August 25, I found Joluv later in the second half of the game after I had returned from the underdark and I have never tried to find him befor that. A mechant is added if you install TOB? That didn't happened to me.
I thought that this merchant only appeared if you had the pre-order CD.
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