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How to kill the dragon?

Discussion in 'Icewind Dale 2' started by faro, Nov 4, 2009.

  1. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    Skipping the dragon requires that you have killed everything inside the temple first, though. But since you have the steles to summon the dragon I'm assuming you've done at least some murdering in there already.
     
  2. faro Gems: 1/31
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    do I ahve to go tslk to somebody? to move on?
     
  3. crucis

    crucis Fighting the undead in Selune's name Veteran

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    Sir Rechet is correct. If you want to complete the Chult area without fighting the dragon, you need to clean out the temple. I don't know what the specific trigger is for "success" in the temple, but killing everything in there will certainly get the job done.
     
  4. Silvery

    Silvery I won't pretend to be your friend coz I'm just not ★ SPS Account Holder Adored Veteran

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    You have to make sure EVERYONE in the temple is dead. Then you don't have to beat the dragon. You get XP for killing them too. However, once you've leveled up a bit, you can always go back and get the extra xp for killing the dragon
     
  5. crucis

    crucis Fighting the undead in Selune's name Veteran

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    No. Kill everything in the temple. Then just walk thru the teleportation gate to return to Kuldahar.
     
  6. kmonster Gems: 24/31
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    I'd wait until the characters are level 16 until returning to the guardian. Your warriors will get their 4th base attack per round (5 with mass haste), the sorceress will gain access to level 8 spells and the cleric will be able to cast level 7 spells. (I wouldn't take druid levels any more, level 3 druid spells are not as good as level 6-7 spells.)


    Some advice to get your party strong until then:

    Bastard swords are nice but 2-handed weapons do more damage since they get an extra damage bonus to strength. With 26-29 strength (reachable with rage, bull's or champion's strength) you get extra +4 to damage, so a greataxe +4 will do 6 more damage average than a bastard sword +3.

    For sorcerers charisma is the casting stat, int or wis aren't needed. 13 cha doesn't even allow to cast level 4 spells, I hope eagle's splendor was one of your sorcerer spell picks so you can cast it before resting. Definitely use the stat raise at level 16 for raising charisma.
     
  7. crucis

    crucis Fighting the undead in Selune's name Veteran

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    Yikes!


    I didn't notice this one when I first saw the stats, until I read Kmonster's post.

    Faro, this is a really, really bad set of stats for a sorcerer. A sorc's spellcasting stat is CHA, so you want to maximize CHA at creation. WIS isn't particularly needed, though a decent WIS (~8 to 10) helps keep the sorc's Will saves at a half decent level. INT can be useful to let you build up some of the useful mage skills that will let you then take certain feats, though as a human, you will get +1 SP per level up. In parties with only a single sorc to do all arcane spellcasting duties, I've tended to try to maintain a half decent INT for this reason, but I'm sure that other more power-gamey players will disagree.

    A pure sorc with a CHA of only 13 is simply a bad build.



    As for all of your barbarians, personally that seems a bit boring to me... but to each his own. However, I would suggest that you'd have a more effect group of melee-ers if your barbs tried to use a more varied set of weapons... with the primary reason being that there are a lot of good weapons in the game, but if you limit the weapon selection of FOUR characters to a single type, you are going to end up having all 4 competing to get good weapons... and on top of that they'll be competing for weapons in a type where there are very few good choices.

    Also, Kmonster's correct about two handed weapons. For better or worse, IWD2's ruleset greatly favors two handed weapons, particularly for very strong warriors, such as your little group of barb/ftrs.
     
  8. spmdw45 Gems: 8/31
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    Unless you need a shield for AC/special abilities, of course.

    -Max
     
  9. hootpad Gems: 3/31
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    Does 'Mind Blank' protect against panic?
     
  10. crucis

    crucis Fighting the undead in Selune's name Veteran

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    I was just looking it up in DLTCEP, and it's unclear whether Mind Blank protects against panic. Honestly though, using Mind Blank for this is sort of like killing an ant with a nuke, since you can protect your self against Fear/Panic with a level 1 cleric Remove Fear spell.
     
  11. Roller123 Gems: 3/31
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    Just killed that guy with 3 divine casters w/o much effort. lvl12 cleric, cle12/pal1 and lvl13 druid all with +4 weapons. The problem with OPs party is probably that it doesnt have a tank to take all the hits. Mine had AC of 42 and it was not safe, but still pretty comfortable with a couple of potions here and there. Not even hasted. Whacked him to death. The rest of the party stood idle as ranged weapons couldnt get through his DR and neither could spells or at least i didnt had anything single targeted memorized.
     
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