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I use a half-orc Berserker, a Dragon Disciple, a Shaman, a Bard, a Priest of Lathander, and a Shadowdancer. The bard cast invis on the shadowdancer who also imbibes a potion of freedom of movement, who just goes around and disables traps. The shaman, sorcerer, and bard all, while standing outside the room's entrance, toss out web and entangle at the doorway. The SD triggers combat and walks through the mess of entangle/web and the sorc/shaman pepper the space with damage-over-time effects (I forget the names of these spells despite using them all the time.) The bard uses the horn of valhalla followed by haste and the cleric throws out area buff after buff (prayer, recitation, draw upon holy might, etc) and the shaman begins the shaman dance.
Everyone in the main room has to go through the choke point and get held there. The berserker... berserks as soon as enemies are close enough to get cut up. My team handles the Yuan-Ti mages that appear (Insanity Mode only, I think). Any time the bard or sorcerer is free, they can pepper the entangle/web mess with a fireball, slow, bane, or something.
The demon will eventually make it through, so it needs to be the focus as soon as it does so it doesn't kill anyone. Especially the berserker's focus but by this time, the other major threats should be dead.
That's what happened to me, anyway. Also: POTIONS! Don't forget those as those can be game-changing. Said berserker had also quaffed a heroism potion and a potion of frost giant strength for that sweet, sweet 21 STR action.
Nothing is known about your party. What spells have the two mages learned? What do the two fighters do? Why two clerics? Why no druid? Why no thief?
The best thing to take them out of the picture is just web though. You can layer grease, spike stones, entangle, and stinky cloud too if you are extra paranoid. It’ll take out a whole hoard of monsters then you can take pot-shots at them all.
If not exploring a party's full potential of spells, throwables and potions (!), the battle vs Yxunomei may require increased amounts of kiting through the available rooms. Standing still and taking up with her in close combat won't suffice.
Party:
2 thieves(F/M/T)-limit is 7 traps(No.1 detect traps,open locks. No.2 pickpockets, stealth)
3 clerics(F/M/C)-limit 6 summons(2 Aerial Servants each, or Elementals)
1 druid(F/D)-dual wielder and support.
*Remember wielding dual defender weapons stack, no need for a shield.
*Resistance bonuses are helpful.
Items in the world despawn after a number of days, and the trip back and forth from Yxunomeis place is a long one.
Certain items like Quest itmes, keys etc will never despawn, but to be on the safe side put everything in a container.
-1 Paladin-Blackguard (Buffs, Debuffs, Duald Wield/Swords)
-1 Cleric/Fighter (Healer, Buffs, Tank, Hammer/Shield),
-1 Druid-Totem (Summoner, Healer, Spellbreaker, Spear/throwing Knife),
-1 Bard-Vanilla (Summoner, Mage, Buffs, Songs, Sword),
-1 Fighter/Thief (Duald wield/Swords/Short Swords)
On insane mode (Heart of Fury) wasn't really difficult.