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How can I kill the ghost Mrykul's shade in Kesselback"s tomb hall of pillars?
I have equipped everyone I can with +1 weapons, used various spell attacks and buffs, baited the shade away from the skeleton helpers so it is one on six--no matter what I do, the shade kills off one or two of my heaviest armored fighters, or whatever I throw against it. I have been trying to beat this thing for two days on and off. So failure is not for trying everything.
Is there some spell that will work or some strategy? Any thing, please!

signed, desperate in the Tomb, or
Muzzien
When you do the above, are you able to do any damage? If so, how much. THis fight really isn't that hard but the hold spell is somewhat annoying. If you can avoid too many party members getting held, there shouldn't a problem just whaling on Mrykul's shade with +1 weapons. I do have my wizard cast melf's acid arrow in him but if too many party members get held, I usually fire a second one at him. Still, this fight shouldn't be much of a problem.

What does your party consist of?
avatar
IwubCheeze: When you do the above, are you able to do any damage? If so, how much. THis fight really isn't that hard but the hold spell is somewhat annoying. If you can avoid too many party members getting held, there shouldn't a problem just whaling on Mrykul's shade with +1 weapons. I do have my wizard cast melf's acid arrow in him but if too many party members get held, I usually fire a second one at him. Still, this fight shouldn't be much of a problem.

What does your party consist of?
Yes, I do some damage, but not enough to slow down the shade and not close to being significant. It, the shade, always kills a few of my party, and I do not want to have to import new characters to start them out at level 1.
In this my first time through IWD, I am using a pre-chosen party of six:
1.Fighter @level 4; 48HP, using a long sword+1,, wearing splint mail, helmet and medium shield, Ring of Protection;
2.Berserker, level4,56 HP, using a flawless two handed sword and proficient in two handed attacks. wearing chain mail+1, helmet ring of free action;
3 .Cleric-Ranger @level 3 for both, 29Hp, using a War Hammer+1, shield, helmet. Spells available: Armor of Faith*, Bless,Command,Heal light wounds*detect evil,Doom, Magical Stone*, Protection from Evil*, remove fear, sanctuary, curse*,( * indicated active). In Quick slots: Chant, Entangle, Remove Fear;
4.Bard @level 5, 40 HP, using mace+, sling+1 or dagger+1, no armor, shield;Quick slot spells: Lorlock's minor Drain, Burning Hands,Armor. 1st level spells:Color spray*, sleep*, reflected image*, Identify, infravision ; 2nd level spells: Blur, Horror;Invisibility;Luck, Protection from Petrification, Stinking cloud.
5. Fighter-Thief at 4, 34HP, using Short Bow+1 with some arrows+1, also short sword and shield, Leather armor +1, buckler with sword action.;
6. Mage Conjurer @ level 4, 13 HP Quarterstaff, High Quality Dagger; Level 1 spells: Armor*, Burning Hands*, Chill Touch, Grease, Protection from Evil, Shocking Grasp*. . eLvel 2 spell: Strength.(* indicates active spell.
That is my party and their main attributes. Listing their buffs, I can see how to improve them with some spellcasting changes and probably purchasing some spells for one or more of the casters.
I hope this gives you enough information to clue me in on killing Myrkul"s shade.
many thanks, Muzzien
Post edited June 06, 2016 by Muzzien
Avoid the battle and explore other parts of the game first. When your characters have leveled up and found magical weapons they're specialized in it won't be that hard any more.
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IwubCheeze: When you do the above, are you able to do any damage? If so, how much. THis fight really isn't that hard but the hold spell is somewhat annoying. If you can avoid too many party members getting held, there shouldn't a problem just whaling on Mrykul's shade with +1 weapons. I do have my wizard cast melf's acid arrow in him but if too many party members get held, I usually fire a second one at him. Still, this fight shouldn't be much of a problem.

What does your party consist of?
avatar
Muzzien: Yes, I do some damage, but not enough to slow down the shade and not close to being significant. It, the shade, always kills a few of my party, and I do not want to have to import new characters to start them out at level 1.
In this my first time through IWD, I am using a pre-chosen party of six:
1.Fighter @level 4; 48HP, using a long sword+1,, wearing splint mail, helmet and medium shield, Ring of Protection;
2.Berserker, level4,56 HP, using a flawless two handed sword and proficient in two handed attacks. wearing chain mail+1, helmet ring of free action;
3 .Cleric-Ranger @level 3 for both, 29Hp, using a War Hammer+1, shield, helmet. Spells available: Armor of Faith*, Bless,Command,Heal light wounds*detect evil,Doom, Magical Stone*, Protection from Evil*, remove fear, sanctuary, curse*,( * indicated active). In Quick slots: Chant, Entangle, Remove Fear;
4.Bard @level 5, 40 HP, using mace+, sling+1 or dagger+1, no armor, shield;Quick slot spells: Lorlock's minor Drain, Burning Hands,Armor. 1st level spells:Color spray*, sleep*, reflected image*, Identify, infravision ; 2nd level spells: Blur, Horror;Invisibility;Luck, Protection from Petrification, Stinking cloud.
5. Fighter-Thief at 4, 34HP, using Short Bow+1 with some arrows+1, also short sword and shield, Leather armor +1, buckler with sword action.;
6. Mage Conjurer @ level 4, 13 HP Quarterstaff, High Quality Dagger; Level 1 spells: Armor*, Burning Hands*, Chill Touch, Grease, Protection from Evil, Shocking Grasp*. . eLvel 2 spell: Strength.(* indicates active spell.
That is my party and their main attributes. Listing their buffs, I can see how to improve them with some spellcasting changes and probably purchasing some spells for one or more of the casters.
I hope this gives you enough information to clue me in on killing Myrkul"s shade.
many thanks, Muzzien
Okay, I'm looking at the bard and conjuror here. Usually at this point, if I have 2 casters, they will be able to cast magic missile and/or melf's acid arrow. The bard can handle the former while the conjuror can handle the latter. Firing off these two spells at Myrkul"s shade should be able to bring him down to "injured" status right off the bat.

If your having trouble with weapons, you could kill Myrkul"s shade.by filling up your spell slots with these spells but to me, that would just be overkill. Right now, none of your casters have any good spells (except for grease), I'd pick up magic missile and melf's acid arrow next time you're in Kuldahar. I suppose you could try using burning hands to take down Myrkul"s shade but you'd have to be careful not to hit your own guys. The two spells I mentioned above are party friendly and do well in the first part of the game.

Kmonster also made a good point, you're not using weapons that your characters aren't proficient in by any chance are you?
avatar
Muzzien: Yes, I do some damage, but not enough to slow down the shade and not close to being significant. It, the shade, always kills a few of my party, and I do not want to have to import new characters to start them out at level 1.
In this my first time through IWD, I am using a pre-chosen party of six:
1.Fighter @level 4; 48HP, using a long sword+1,, wearing splint mail, helmet and medium shield, Ring of Protection;
2.Berserker, level4,56 HP, using a flawless two handed sword and proficient in two handed attacks. wearing chain mail+1, helmet ring of free action;
3 .Cleric-Ranger @level 3 for both, 29Hp, using a War Hammer+1, shield, helmet. Spells available: Armor of Faith*, Bless,Command,Heal light wounds*detect evil,Doom, Magical Stone*, Protection from Evil*, remove fear, sanctuary, curse*,( * indicated active). In Quick slots: Chant, Entangle, Remove Fear;
4.Bard @level 5, 40 HP, using mace+, sling+1 or dagger+1, no armor, shield;Quick slot spells: Lorlock's minor Drain, Burning Hands,Armor. 1st level spells:Color spray*, sleep*, reflected image*, Identify, infravision ; 2nd level spells: Blur, Horror;Invisibility;Luck, Protection from Petrification, Stinking cloud.
5. Fighter-Thief at 4, 34HP, using Short Bow+1 with some arrows+1, also short sword and shield, Leather armor +1, buckler with sword action.;
6. Mage Conjurer @ level 4, 13 HP Quarterstaff, High Quality Dagger; Level 1 spells: Armor*, Burning Hands*, Chill Touch, Grease, Protection from Evil, Shocking Grasp*. . eLvel 2 spell: Strength.(* indicates active spell.
That is my party and their main attributes. Listing their buffs, I can see how to improve them with some spellcasting changes and probably purchasing some spells for one or more of the casters.
I hope this gives you enough information to clue me in on killing Myrkul"s shade.
many thanks, Muzzien
avatar
IwubCheeze: Okay, I'm looking at the bard and conjuror here. Usually at this point, if I have 2 casters, they will be able to cast magic missile and/or melf's acid arrow. The bard can handle the former while the conjuror can handle the latter. Firing off these two spells at Myrkul"s shade should be able to bring him down to "injured" status right off the bat.

If your having trouble with weapons, you could kill Myrkul"s shade.by filling up your spell slots with these spells but to me, that would just be overkill. Right now, none of your casters have any good spells (except for grease), I'd pick up magic missile and melf's acid arrow next time you're in Kuldahar. I suppose you could try using burning hands to take down Myrkul"s shade but you'd have to be careful not to hit your own guys. The two spells I mentioned above are party friendly and do well in the first part of the game.

Kmonster also made a good point, you're not using weapons that your characters aren't proficient in by any chance are you?
Okay thanks...I will buy the spells indicated, and I might be having my #1 fighter use the long sword+1 which he is not proficient in, just for the extra buff.I should have noticed. So much to learn, so much to be aware of in the game. Maybe that is why it is so absorbing to play.
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Muzzien: Okay thanks...I will buy the spells indicated, and I might be having my #1 fighter use the long sword+1 which he is not proficient in, just for the extra buff.I should have noticed. So much to learn, so much to be aware of in the game. Maybe that is why it is so absorbing to play.
Yeah, at this point in the game, the only magical weapons you find are longswords, maces and daggers. There's enough to go around but not everyone will have proficiency in these three weapons. Not far from where you are now, there's a chances you'll get a diseased halberd or a club of dazing as random loot so at least there's still those possibilities. I won't say too much more as I am entering spoiler territory here :)

Just my recommendation, I would also make sure your casters can cast web too, especially if you are using ranged weapons.I'd also recommend the following spells for the first 3 spell levels, chromatic orb (for the bard), mirror image (both), fireball (bard), skull trap (conjuror), haste (either).

Let us know when you get past that shade :)
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Muzzien: Okay thanks...I will buy the spells indicated, and I might be having my #1 fighter use the long sword+1 which he is not proficient in, just for the extra buff.I should have noticed. So much to learn, so much to be aware of in the game. Maybe that is why it is so absorbing to play.
avatar
IwubCheeze: Yeah, at this point in the game, the only magical weapons you find are longswords, maces and daggers. There's enough to go around but not everyone will have proficiency in these three weapons. Not far from where you are now, there's a chances you'll get a diseased halberd or a club of dazing as random loot so at least there's still those possibilities. I won't say too much more as I am entering spoiler territory here :)

Just my recommendation, I would also make sure your casters can cast web too, especially if you are using ranged weapons.I'd also recommend the following spells for the first 3 spell levels, chromatic orb (for the bard), mirror image (both), fireball (bard), skull trap (conjuror), haste (either).

Let us know when you get past that shade :)
Yep, I got past the Shade that's to all the helpful instructions from you all. Easy when you know the way, and for that my thanks. Till the next time I get in a bind....Muzzien