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12-13 is a reasonable place to be at that point, but obviously the difficulty curve still sucks. I'm horrible at CRPGs so I found TotLM to be very challeging without constantly spamming invisibility or baiting enemies by quitting locations, but from what I understand it's generally agreed upon as too much for the game.
In terms of level 9 spells, Icewind Dale throws a bunch of scrolls with them in HoW up until the last boss, and I don't remember getting a mage capable of level 9 spells even when I finished the whole game. IWD doesn't have the same progression route as something like Baldur's Gate, where you're given spells you're expected to be capable of using, and so you might be in the same boat as me even if you do all of the extra side quests and so on. I'm pretty sure some of the mods that add cut content add more EXP to the game to make level 9 spells more feasible, but I haven't tried them out so I'm not sure what their rewards are.
Also TotLM really benefits from a specific party composition (e.g. a mage to spam invisibility spells, a bard for harpies, etc.) so even if you are the appropriate level for the expansion, you might have a much harder time than the developers intended.
The Spectral Guards in groups of 6 were insane. The Beholders were bad news- a huge long-range cone of 100% successful dispel magic that also disables spellcasting, then the rays. Fortunately, my Fighter/Mage hit 12th level in Mage just as I used my last Stone to Flesh scroll, so I could finally start carrying around the Stone to Flesh spell. (Letting my tank be petrified seemed to be the best result; using the Potion of Mirrored Eyes immediately after the anti-magic ray results in the Beholder skipping to the Death Ray.)
And now dealing with Jackal Priests who seem to cast unlimited Dispel Magic that is 100% successful always. I don't have enough high power equipment to protect against status effect when buffs are stripped.
Up until poquelin's sealed stairs, then up to exposing icky in the camp, then castle maluradek.
I got into TotL by accident sort of... with my party at levels 10-12 and it is OK until you fight a bunch of Spectral Guards (which I can beat by using tons of buffs and fireballs)...
Trick is to find a tight doorway, like the kitchen area, and your tank needs about -20 AC versus slashing and 100% protection to fire. I did a bunch of fireballs, flamestrikes, Agannazar's Scorcher, etc. They are immune to cold, so...
I do not want to spoil the next fights, but let's just say I needed to reload at least once.
Core difficulty.
nb : reminder we can change the difficulty... at worst.
My party is now level 12 (except Bard 14). Not sure being higher level would help. Most powerful buffs last about 10 rounds, but this fight will take longer.
Discouraging. I hate whoever designed this. Letting me enter around level 10, into a death trap, was not cool and I dread doing it all over again (took me a long time).
EDIT : even just Dire Bears somehow hit -17 AC most every round and destroy my squishy characters. My Paladin has - 20 AC versus Slashing, but the Dire Bear hits with a roll of 18+0 ! Well, re-roading (attempt #3).
EDIT - HOPEFUL GOOD NEWS THOUGH :
The last battle is more balanced ! So do not despair !
All in all, the only fight I had to "cheese" (Easy difficulty) were the Harpies (instead of burning all my resistance potions). Did all the rest on Core Rules difficulty.
Yes.
(slightly spoilerish) HoW seems to me to be designed to hard-spank cleric-less parties; and TotL makes HoW feel like a cake walk.
In my playthrough I saved HoW for the latest point (of no return) in IWD base game, and saved TotL for the latest point (of no return) in HoW. Been a long time (before Steam}, but as I recall, my party for that play through was something close to this:
1. DC Fighter9/Cleric (Mace **** / Slings ***)
2. DC Cleric11/Fighter (Club or Hammer ***** / Slings *****)
3. DC Fighter12/DestructionMage (Longsword *** / Longbow *****)
4. DC Fighter9/Sorcerer (Two-handed sword ** / Longbow *****)
5. Half-elf Bard (straight Bard, not Skald, or etc.) with Bardic Horn of Valhalla
6. Gnome MC Illusionist/Thief
The two-cleric party was a boon more times then I can number, in the main game and both expansions.