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"Damned Sorceress Queen"

Posted by VampirewiththeSoul on Nov-01-02 at 07:07 AM
HELP! how the hell does any manage to kill the queen in s.e wilderness? is there a special way of doing this or a place to hide so you only deal with 1 at a time? also...what is the point of having a thief that cant sneak around? isnt there some way to use a bit of stealth so theyre less able to be seen?

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"Whole series of threads on this subject"
Posted by Llevram on Nov-01-02 at 08:12 AM
I have never foudn the queen herself to be any troubhle, it is the death lord with their spells that wipe me out.

As far as sneaking, thief or no thief, you can start combat by the edge of the door, with no one in view, then run in behind a pillar. Combat will end, you can start it again adn run to the spiral stairs, again combat can end. From there you can go up the stairs but it is very difficult to target.

My parties have never lasted until they coudl withstand the death wish, instant death and death cloud spells.

Tools for Wizardry(r) 7


"RE: Damned Sorceress Queen"
Posted by Whoolley (Guest) on Nov-01-02 at 10:53 AM
The hypnotic lure spell works fairly well in this area - I was able to get most of the opposition here to just stare at it while I slung arrows at them from the doorway (death cloud can work to your advantage also). Mostly it all just seems to be hit and miss though.

"Speaking of arrows"
Posted by Llevram on Nov-01-02 at 10:59 AM
I found the mystic variety to be helpful here, with that 355 chance to paralyze ... a paralyzed monster casts no spells

Tools for Wizardry(r) 7


"RE: Damned Sorceress Queen"
Posted by Jonno (Guest) on Nov-02-02 at 02:22 PM
I managed to clear this area with a level 14 Faerie Ninja (with no cane of corpus at that time.)

The strategy is to initiate battle in the entrance to the temple then retreat back down the mountain path to just around the first bend.

Typically the 6 lower level scorcerers with follow you together with their band of summoned elementals. Being a path only one or two can get at you at a time. Being around the corner the death lords that are backing up will often not target you. Even if they do, my Ninja was strong magic user and had developed some reasonable resistances at the time anyway.

I cast a level 7 fire elemental in front of me and he basiclly punched out the opposition for me. A grand performance that was a pleasure to watch. All I had to do was sit pack and heal him up.

I was left with just the scorceress queen who had by that time retreated to her temple...much easier.

Although oddly, I then had more trouble with her than I did her entire entire band of defenders. Although, again, another elemental helped me out in the ned.

In theory it should be easier with a full party, but I have not been able to clear the area with less than the same level 14 characters as a full party.


"RE: Damned Sorceress Queen"
Posted by Jonno (Guest) on Nov-03-02 at 06:00 PM
.....which as Llevram elluded to, magic resistance is the key. Less than about level 14 and characters just do not have enough resistance to withstand a concentrated and drawn out high level magic attack, which is the key to winning this battle.

"RE: Damned Sorceress Queen"
Posted by amastropolo on Nov-04-02 at 08:08 AM

When I fought in this area, I cast summon elemental with whoever I could, and threw canned elementals with those who couldn't. The elementals not only took out some of the other beasties with the queen, they drew some of their fire away from me as well. I picked off the death lord first, then proceeded down the line. It was a great battle, and I did not lose anyone. Silence was a great help, as were the spells that affected everyone, and not just one group. I stood in the doorway the whole time, until the very end when I had just a couple cultists left.


"RE: Damned Sorceress Queen"
Posted by Wintersteel (Guest) on Nov-04-02 at 05:25 PM
Be high enough level to have a decent magic resistance, and be lucky enough to have some things go right for you. My bard,s instruments proved the difference my first time thru-Pandamonium, Turncoat, Banish, Silence and Heal All are reason enough to always have a bard along (not to mention that The Bard's Tale is one of my favorite classic computer RPG's). There is enough stuff in here to equip 2 bards, espicially if you have an import party. They more than make up for not having a theif in the party, and are much more versitile.