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I'm stuck at this part inside the Womb of Lamashtu/ Bloom part. It's impossible to kill him, I've used all my fire flasks. Guess I'm giving up on this game (I'm on story mode ffs) so please any last ideas?
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ashleni: I'm stuck at this part inside the Womb of Lamashtu/ Bloom part. It's impossible to kill him, I've used all my fire flasks. Guess I'm giving up on this game (I'm on story mode ffs) so please any last ideas?
Buff before the fight? You can see him before he sees you, so it is not hard to prepare a bit. Recommend that you wait til you have at least 5 members on your team.
Can't really make any useful reccomendations based on what little info you have provided, but at that level you should not be using fireflasks for anything. They are only good for killing swarms at low levels.
When you get to this part you’ll know what I mean, otherwise I’ll spoil the game. It’s after you solve the puzzle with the bird. He shows up after you have to divide the party so I believe I can only have 3 people? Or can I send only one person back to destroy the flower?
You know what? Disregard my prior post. I thought you were talking about a different battle. I have not reached the fight that you refer to.
Spoilers.

The other half of your party also has to fight, though that one is significantly easier. Keep your main tank with your character as well as your primary damage dealer. The gnome talks, you still have things to do - rebuff and extended haste and then talk to him and go.

Other side is a Venus ffly trap that can be kited.
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aerinyes: Spoilers.

The other half of your party also has to fight, though that one is significantly easier. Keep your main tank with your character as well as your primary damage dealer. The gnome talks, you still have things to do - rebuff and extended haste and then talk to him and go.

Other side is a Venus ffly trap that can be kited.
I did it!! Did as you said, though I didn't know you don't have to divide the party equally, so I stayed with everyone and only sent Nok-Nok for the flytrap. Used some scorching rays and acid arrows.
Just hope the damn flower never comes back!
Thanks for the help!
Post edited October 06, 2018 by ashleni
I was ready to discard this game on the back of this encounter and therefore reject any subsequent games from this developer.

I went back to it recently after a couple of years however out of boredom and found this post useful.

I would like to add a couple of other observations.

The owlbear moves quite slowly. so you can effectively kite it around the area.

Enduyo seems to do reasonable damage with bows including the acid one.

I used all my fire scrolls/spells/flasks on other characters to attack owlbear from range.

This just about worked.
Hard to grasp why people struggle with this game so much; I can see early levels being more tied to RNG as you don't have a lot of options to draw from, but at this point in the game where you have access to lvl 3+ spells, there's so many ways to handle encounters.
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ithildur: Hard to grasp why people struggle with this game so much; I can see early levels being more tied to RNG as you don't have a lot of options to draw from, but at this point in the game where you have access to lvl 3+ spells, there's so many ways to handle encounters.
I have to agree with this. I am in the House at the Edge of Time right now. I found no fight in this game, not the owl bears, not that fat maggot Rovagug, not the Wild Hunt maguses, no enemy that could not be beaten with correct understanding of the mechanics and careful planning. I have used only default companions with Owlcat prebuilds on modified Challenging difficulty (with one of the options turned down from hard to normal). I have died many, many times. But I always found a solution, either on my own or with online help, that after figuring it out, I went, "Of course! I should have thought of that!"
Some random tips I have for casual players, as someone who started as a casual player.

1. Valerie tanks better and better as the games goes on, until you get to Magus enemies with Dimension Strike (or analogous touch skills). Even then, she survives longer than anyone else. Those can be fought by other default companions who come into their own at that point.

2. Kaessi and Jubilost are excellent touch AC ranged attackers who can also bypass spell resistance. Reg eventually gets Dimension Strike. Before then, True Strike can help you against high AC enemies, especially if you are a Magus archtype.

2.a. Jubilost can cast personal spells on other characters, spells like Echolocation. I am unsure if this was intended.

3. Don't forget buffs like Haste, Freedom of Movement, Blur/Displacement, Magical Vestment, Heroism, Energy Resistance, Delay Poison, Remove Fear, Death Ward, and so on.

4. Generally, your weapons do more damage if you are big.

5. Grease, Web, Stinky Cloud stay relevant until end game.

6. Enemies can easily switch from your tank to other targets if their health get low or if your other characters are too close to the tank. Be prepared.

7. Coup de Grace is very powerful if you can make an enemy helpless.

8. Jaethal is undead, thus immune to many effects, such as fear, paralysis, poison, bleeding, physical ability score drain, negative energy (helps you in fact), and others.

9. If you manage your kingdom well, you can get a lot of buffs inside your kingdom's borders. Not that useful for main story quests, but very helpful for many side quests that can wait.

10. Most of the game's dungeons have narrow corridors or small doorways. Use terrain to your advantage.
Post edited June 07, 2024 by Unfallen_Satan
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Unfallen_Satan: 2.a. Jubilost can cast personal spells on other characters, spells like Echolocation. I am unsure if this was intended.
Apparently, this is a result of the official interpretation of the Alchemist's Infusion discovery.

https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-alchemist-discoveries/infusion

There's another class with similar capabilities, the Arcanist's Brown-Fur Transmuter, but it's not implemented in this game. (It is implemented in Wrath of the Righteous, and is in fact a very good archetype there.)

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Unfallen_Satan: 8. Jaethal is undead, thus immune to many effects, such as fear, paralysis, poison, bleeding, physical ability score drain, negative energy (helps you in fact), and others.
Just be aware of how being undead affects the behavior of Cure/Inflict spells. (In particular, if you're using Jaethal, you might want to have some Inflict spells handy.)
Post edited June 09, 2024 by dtgreene
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Unfallen_Satan: 2.a. Jubilost can cast personal spells on other characters...
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dtgreene: Apparently, this is a result of the official interpretation of the Alchemist's Infusion discovery...
I am glad they did. This was a godsend to me near endgame after I finally discovered it.

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Unfallen_Satan: 8. Jaethal is undead, thus immune to many effects...
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dtgreene: Just be aware of how being undead affects the behavior of Cur/Inflict spells. (In particular, if you're using Jaethal, you might want to have some Inflict spells handy.)
Thank you. Jaethal definitely added an interest twist to the basic party management for me. I quite liked it. I had multiple healing tools at my disposal, though rarely used much of it. I think it's because I played Kingmaker as an intermediate player. Whenever possible, I only had Valerie in melee range, Jaethal only engaged in melee in reserve. I could never get good enough with party management to have the kind of free-for-all fights that I see in better players' videos. If my party got mixed up with a decent group of enemies, it's usually a wipe for me.