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Or just leave.
Kill them before they come to life and then loot the sarcophagus.
What, and miss out on the XP? The ones with magic armor are the commanders, kill them and they can't rez the others.
They hit like trucks though, so gotta be careful of that.
Killing them before they come to life doesn't do anything anyway, new ones magically spawn out of nowhere.
They work... But....
Charm grenade.
Being able to kill the bigger ones at the back with a rogue type or archer is very valuable too (make sure they can get out too)
But seriously. Charm grenade.
If it's a huge issue, just have characters go up the ladder, heal and come back down.
But seriously. Charm grenade.
If so, I noticed that they never came alive so I picked the off real quick. Bug maybe?
I walked in, took the dagger, killed them, left.
Once you loot that and try leave the room (not by waypoint, but by ladder) a fight starts.
There are two clay guys at the back with candles on their shoulders, they must die. If they do not die I think the fight will be eternal.
Each turn they will summon about 8 clay guys to life, even if they are all dead, he will pull them from the ground. These guys use spears and thus have long range, they also hit HARD. They also have zero armor or magic armor.
You can abuse that with a lot of rain on the ground and lightning. Maybe contamination to turn it all to poison then ignite it.
I abuse it with charm grenades / lohse's maddening song, as it will turn all 8 of a freshly spawned pack into your allies for 2 turns. When one finishes it's turn as the charm wears off, the next clay guy kills him as he is no longer charmed, and so on...