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Icewind Dale For posts concerning Black Isle Studios' Icewind Dale and the Heart of Winter and Trials of the Luremaster expansions. (Check out our IWD Online Walkthrough).

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Old Sat, 29th Mar '08, 12:33am   #1
Klorox
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Default I need some tips (problems once I transport to TotLM)

The problem is that all the monsters really give me a hard time!

They seem to target my weaker party members and I can't get my good spells off (like Call Lightning and Static Charge).

Any and all tips are appreciated here!
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Old Sat, 29th Mar '08, 1:38am   #2
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Who are your weaker party members ? You should have the spell power to get all characters' AC quite low.
Call lightning and static charge can be cast before battle. Just don't save and reload after casting them.
Use summons. The girdle of ogre blood is great to keep monsters busy until you can cast the important spells if you can't summon before the battle.
You could also use invisibility.
A great spell is "Powerword:Blind". Blind monsters can't retarget characters who left the melee range.
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Old Sat, 29th Mar '08, 7:34pm   #3
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What level is your party? If you went to HoW through Kuldahar as soon as the game let you, then went straight to TotLM, then you may be too weak for this part of the game. I would suggest being around level 15, being under level 12 may be far too hard.
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Old Mon, 31st Mar '08, 2:03am   #4
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Quote:
Originally Posted by Ziad View Post
What level is your party? If you went to HoW through Kuldahar as soon as the game let you, then went straight to TotLM, then you may be too weak for this part of the game. I would suggest being around level 15, being under level 12 may be far too hard.
My party is much higher level than that.

I have played on HoF mode from the beginning.

My Paladin is level 28
Bard 30
F/M/T 16/16/20
F/D 22/22
C/R 22/21
F/Ill 22/19

Those levels are off the top of my head, but they're close, if not spot on.
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Old Mon, 31st Mar '08, 2:35am   #5
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It's doable with this party and there should be several possible tactics to accomplish this. You could build a water elemental with over 100 percent weapon resistance if you gathered the right equipment, use stealthy hit and run tactics or improve the ACs to reduce enemies to hit chances to 5 percent. Your paladin might be able to turn some foes. You could also build a spell-supported tank protected by magic resistance from getting dispelled, ...
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Old Mon, 31st Mar '08, 3:17am   #6
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Can the fiendish harpies be turned? I never tried that.

I can get my F/D over 100% weapon resistances, that's a great idea.

I don't know how I can do hit and run tactics though, I get surrounded by the harpies, fiendish harpies, Boring beetles and wyverns very quickly.

I'll try using that belt to summon 5 ogres... I almost always forget about that one.

I'll also try buffing before talking to hobart. Maybe they'll last long enough for the start of the fight.
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Old Mon, 31st Mar '08, 2:41pm   #7
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At this battle you can also try to flee into the building and start sneaky tactics from there if nothing else helps.
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Old Tue, 1st Apr '08, 6:58pm   #8
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Protect from Evil is key to withstanding the harpys' songs, I believe... Cast the circle ASAP, and things should become a lot easier!

Also, get the mirror images up on mages right away, so their casting won't be disrupted.

If I remember correct, the harpys were immune to web, but not entangle? If so, get off an entangle to give your druid (and the rest of your party) breathing room.

Chromatic orbs of course are great to hold off enemies while you cast damaging spells and pelt with missile weapons or hack away.

I'd summon meatshields as soon as possible, though, after protections and traps are up.

Good luck!
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Old Fri, 4th Apr '08, 9:35pm   #9
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So how did it turn out? What worked (or didn't) for you?
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Old Sat, 5th Apr '08, 12:19am   #10
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Thanks again everybody. I finally got around to tackling this today (I cleared the courtyard and the dungeon, but not the castle yet... that's for tomorrow).

What really worked for me was pre-buffing everybody. A lot. I was originally trying to do that when I arrived, but that always got me killed. I was able to summon 5 ogres right away and do quite well.

BTW, here's what my party looks like:

Human Paladin 30
Half-Elf Cleric/Ranger 26/21
Half-Elf Fighter/Druid 24/25
Gnome Fighter/Illusionist 24/20
Elf Fighter/Mage/Thief 18/17/22
Half-Elf Bard 30

Yowza!
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