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TheCuddlyOne: Okay, weird, I can't reply from any posts on the third page...

Anywho, I beat Yxonumei and she really wasn't that hard once I was prepared. I was a little panicked and I forgot to use my potions but turned out I didn't need them. I can't believe I went to all this trouble to beat her only to find out, after I return to Kuldahar, that I probably shouldn't have killed her but, in my defense, she attacked me first. I wanted a peaceful resolution.
Good show!

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TheCuddlyOne: Also, regarding the +2 Axe, are there 2 of them? I found the Returning Throwing Axe +2 which I can also use in melee, is there a standard +2 melee Axe as well? If so then I haven't found that one.

Thanks again for all your help guys. Now I must press onward. Adventure awaits!
SPOILER For those that want to avoid spoilers, don't read below:




Yes, there's another. It's called the Battle Axe +2: Defender and it's found on the second level of Dragon's Eye on the far east side down down the corridor with all the beetles. It's on a body at the end of the corridor (pretty certain it's not a random item, so it's always there).
To kmonster:

Oh, sorry, I only noticed your post after I'd already beaten Yxonumei. I didn't get the Scimitar but I did get a nifty Quaterstaff from the Archdruid... erm *cough*

To Coelocanth:

Yes, I did find the axe, thanks. I also found another axe in the Severed Hand, a Battle Axe +2 'Echoes of Dorns Deep'. Not as good as the Defender though.
It's been a while so I thought I'd give an update.

I made it to Lower Dorn's Deep and things got really hard, really fast.

It took me quite a few tries to take down Malvorn and his mob of titanic bodyguards. After learning that the psychotic wizard kills his slaves no matter my decision I no longer entertain that branch of conversation and get straight to the battle. Leading the monsters out of the main room makes it easier for my hasted group to pick out the Umber Hulks with consummate ease. The two Golems are no match for my Tank with 'Strength' and 'Barkskin' buffs, leaving the rest of my party with nothing to do while he lays waste to the Iron giants.

Malvorn is quickly dispatched with the cumulative ranged efforts of my party and he's lucky to get off one or even two spells before he utters his final incantation. My celebration was cut prematurely when it was revealed that all my tribulations and efforts were in vain.


[SPOILER]

The Malvorn I fought and destroyed was nothing more than a dud.
The real Malvorn is a powerhouse of a mage who has rightly earned his reputation.

[SPOILER]

Actually, he's a stinking cheater with that Globe of Invincibility around him. I am at a loss of how to combat this foe and I don't think I have a 'Dispel Shield' spell. I doubt 'Silence' would be successful against his Save Magic and he blinks around the place like he's got ATD (Attention Teleportation Disorder).

I decide, at that time, to explore the remainder of Lower Dorn's Deep with the hopes that my characters will gain another level or two. Upon entering a building of some sort (honestly I was too creeped out by it to stay for too long) I noticed in my message bar that an enemy had targeted my mage. I had her cast 'Invisibility' on my Fighter/Thief and had him scout the surroundings for the unseen attacker.

He found nothing.. but the attention of another unseen foe.

Being the chicken-hearted player that I am, I have my scout hurry back to the party where my mage is being physically assaulted by only the gods know what. Through my uneasy panic I recognized that distinctive 'Stealth' sound effect and, in a moment of clarity, have my Druid cast 'Invisibility Purge'. While she takes her sweet @$$ time conjugating the spell, my poor mage is running around in circles, like a chicken without a head.

Sure enough, the purge reveals a sneaky, little thief (whose camouflage skills put my own Fighter/Thief's to incredible shame) who was swiftly taken down by the group's efforts. Before I am able to calm the rattled nerves of my anxious mage my adrenaline is riled again when the second invisible attacker that my scout had drawn aggro from earlier, finally made his way over to my group. And, having only learned one 'Invisibility Purge' for the day, my druid, and anyone wise enough to follow her, made a hasty retreat for the exit.

With still so much left to explore, I enter another room where I am immediately beset on by eight foot skeleton creatures with scythes for arms.

I head back out the door where I came from, but only to buff my party and try again. You see, my characters have gained useful experience fighting creatures such as these in the past and a well placed 'Web' and hasted, ranged attacks remove these undead menaces from the mortal coil before they even reach my party. Carefully advancing forward, I come upon a figure in another blasted shield but I put down my arms when I notice that it's a 'friendly' NPC. Any attempts to make conversation fail so I have my Tank and Fighter/Thief explore the room further in search of some way to free the captive in the shield.

Bad idea!

My priest buffs have worn off at this time and my two front-liners had the misfortune of running chest-first into a group of mummies and other cadaverous undead.

"Mummies! Pfft!" My Tank, Garrick scoffs. "Come, Kippling, let us quickly dispatch with these and carry on."

My Fighter/Thief, somewhat hesitantly advances upon the group while his combat mongering leader hacks into the rotted and bandaged carcass of his closest victim. The unrecognizable chantings and gestures of the spell-capable undead mages gives the brazen warriors pause, but the warning shout of the party's adroit mage, Iasis is enough to dispel Garrick's arrogance and they retreat as quickly as their hastened legs can carry them.

They weren't fast enough, and the overly confident dwarf, irritated by the many recent retreats made by his cowardly 'Player', now stood frozen in place and vulnerable to all attacks, no thanks to the 'Hopelessness' spell.

My spellcasters and ranged attackers, unable to proceed because of the magical webbing evocation that had not yet run its course, left them stranded on the other side and they could do naught but yell at their comrade to flee.

"Leave him be," they cry. "A Quick Reload can save him."

Maybe Kippling felt emboldened and stalwart, or maybe he had too grown tired of his 'Player's' habitual cowardice. Perhaps he felt a kinship with his leader, sharing a bond beyond just a race that made them like cousins and was unable to leave his side.

Or maybe he was just a fool.

Brandishing his Sling, Kippling did his best to draw the attention of the slowly advancing mob from his leader to himself. So focused was his loyalty that he did not notice the third Mummy that had come to join his undead brethren, for, if he had, then he would have recalled the incantation for the same spell that beleaguered his brave brother-in-arms.

Kippling stood frozen in place, and could only watch as the mob of undead shambled closer and prepared another wave of spells to inflict upon the hapless heroes. Garrick, with his back to his demise, could not see what Kippling saw, and the gnomish scout could only imagine the pure class figher's despair: falling in battle in a coward's position.

Ariel, the bard, and youngest of the group wept bitterly, vowing to sing the glory and praise of 'Garrick the Sturdy', and that all will learn of the most heroic Dwarf in all Icewind Dale. The women of the group, the last four remaining heroines exited the room, grieved and unable to watch the cruel display as the vicious undead swarmed their friends, unable to move, unable to scream...

... before everything went dark.

*Quick Reload*

Soo, I'm pretty much at a point where I have 3 equally difficult doors to choose from and I'd rather choose neither. I truly wish there was an easier and faster way to gain levels but, if I have to grind incessantly, then so be it. I made the trek back to Kuldahar and sold off my loot to purchase potions and 6 Heal scrolls and finally loosened my purse strings enough to buy that Helmet for my gnome Fighter/Thief. After everything he's been through, he deserves it.

So, I think I'll try the mummies again a and have my my mage learn a few 'Hope' spells. I know I can take those mummies.

I'll let you know how everything works out.
Good luck, don't give up ! All of those battles are winnable without grinding.

Malavon isn't invincible, he just has some protection spells cast on him, one of them is stoneskin, your mage or bard should be able to cast this spell too, there was one scroll in chapter 4.
Each succesful hit will remove a layer of stoneskin so if you hit him often enough the skins will disappear and he'll take damage, no need for special counterspells.
Since you have a bard you should even be able to regenerate HP fully during the battle if you retreat to a location where he doesn't appear.

The hidden thieves are easier than the other two locations, they are annoying but they don't hit as well as fighters or do much damage.

If you didn't kill all salamanders and frost giants in chapter 5 you can do it now to get easy XP there.
In the area with the thieves, scout ahead with the character with the best AC and highest HPs. When a thief attacks, pull a fast retreat to your party. They can pelt him with ranged attacks while your scout hits him with melee. Your healer can heal the scout if necessary.

Keep in mind that the helm you bought for your Gnome also makes him immune to fatigue, so he can down oils of speed or have Haste cast on him and not have to worry about being fatigued when it wears off. A great way to set up for good sneak damage and have a 'get out of Dodge' option if needed.

In the area with the Bladed Skeletons and Greater Mummies, a mix of Web, Entangle, Grease, and Spike Growth can do wonders.

Good luck and good adventuring!
Somehow I can't imagine how one would have to start all over because of a specific fight in the game :/

When I can make my own party it mostly looks like this:
2 fighters (1 tank with a shield and the other a dual wielder or 2-hander)
Dual wield might not be supported yet in IWD1, not sure anymore.
A thief
A cleric
A mage
A ranger acting purely as an archer

I almost never play dual or multi classes.
I never had any issues with the above party setup and always play on normal difficulty (core rules).

A few more tips:

An archer is not to be underestimated. They can be very powerful. Extremely potent anti-caster role.

Don't forget mage and cleric/druid summons. Summons often make a huge difference in difficult fights!

Don't underestimate buffs. A bless and a haste go a long way. (Buff after summons!)

Crowd control is also very important in the more difficult fights. It's amazing what a difference a simple web spell can make. Especially combined with a cloud-kill or a few fireballs.
Or a charm/domination on that hard hitting enemy fighter.
A fear or confusion etc.

And most importantly, some knowledge about the D&D rules or general "fantasy-game rules". What monsters have what strengths and weaknesses etc.
If I see some of the "let's-play" video's out there, that seem so popular lately, I can't help but think that some of them would have a much easier time if they had some more knowlegde about their enemies and their own classes.

I hope some of this helps.
Post edited January 10, 2012 by Endoryl