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And yeah, I'll have to come back later. Just came back after shopping and figured I'd make an attempt at the boss room; 2 spidests, 3 of those huge hornet creatures, a splitworm, and the mummy boss ain't something my poor team can deal with in its current state.
Something to look forward to once I am stronger with this crew!
The mod is intended for later game parties than what you tackled it with, if that’s any consolation.
Not sure how I would've gotten through this with a standard 5 member party. And it was only the penultimate combat room too! I am hoping the boss room doesn't have two obelisks close together. Not sure if it was my team being a bit underleveled for the place or the obelisks plain being overtuned, but that fight was quite the slog to get through.
Still a great mod dungeon though, a year and then some later!
Two two-stacks of the itchy needle birds I forgot the name of, those were easily dispatched.
A Spidest, which on its own as a 'boss' mob isn't too bad, but...
A King Heatle, which my protagonist with a fire axe build would have to ignore as much as possible.
And then a brand new surprise I hadn't encountered before due to my long absence from the game/this mod...
Two Obelisks. Gotta say, 75~ HP statues with, what, 8-10 range aoe attacks? That felt incredibly unfair when combined with all these bossmobs.
My initial plan was to simply draw the enemies attention by the left corridor and drag them downwards, to minimize artillery attacks from the obelisks, and once all mobile enemies were dealt with I had to basically groundhog day my way up to deal with one obelisk and then groundhog day my way east to deal with the second obelisk.
But I was not very confident when I entered what I believe is the second-to-last fight room, this one had the three narrow corridors with spike traps layout, and the enemy lineup was a bit intimidating.
Gonna be a multi-part message for this one, unfortunately.