a., Illasera & Co.:
- Illasera should get our Precision HLA.
- she should get our Endurance HLA.
- she shouldn't be able to cast clerical spells because of her fallen status, so I'd advise to remove her Cure Critical Wounds spells and grant her 2 additional Potions of Superior Healing.
- she shouldn't be immune to almost everything, I mean Uncounsciousness for example.
- we could reduce her HPs (225) to 180 and boost her with regeneration or life-stealing attacks to compensate.
- her arrows shouldn't dispel summons.
- we should slightly revise the levels and stats of the Black Reavers, there are more than a few inconsistencies there. I'd suggest balancing them a bit - the cleric's hit points should be reduced from the current (crazy) value, while the ogre could have a boost. That ogre would benefit from a class/kit change, I think we could turn him into a Berserker (he is vanilla fighter). At least 1 or 2 of the Reavers should reach the HLA level in experience. I'd grant the teleporting fighter 1 Whirlwind attack.
- the Reavers should arrive to the Glare prepared for combat. The cleric and the mage should have a few basic protections (Stoneskin, Death Ward, etc.).
- the melee Reavers (the dual-wielding human and the ogre) should use potions at the start and in the middle of the battle if needed. Currently they only use a few healing potions, they should have at least 1 other potion too.
b., Balthazar:
- his stats would be revised somewhat according to my changes on his .cre.
- he should get a few items to wear: a lesser robe, a girdle, a ring and an amulet. None of these would be special items, simply classical magical items like amulet of Protection +1.
- he should be immune to slow, as he should be.
- he should get special +4 fists with a few minor offensive bonuses.
- his script should be heavily modified. He should use his current abilities much more precise and more often. He should get a few HLAs from our new monk table too: Inner Time and Evasions.
- he should always use Faster Than the Eye to escape dangerous situations
- his pupils should receive some of his special powers (one for each). One of them should get Shadowless Kick, one should get Tiger Strike, while the others would get either Faster Than the Eye or Chant.
- he should have additional supporters in the combat: a HLA level (19th level) battle mage should appear in the combat too. And here would come the greatest change from the original encounter. He has an army of mercenaries waiting for his command, right? Now, honourable or not, I don't think he wouldn't use them against the Bhaalspawn in the time of such peril. After a specified time these mercenaries would start to enter the room and join the fight answering his call. There would be ranged and melee versions too (using the .cres of the soldiers in Amkethran). The ranged mercenaries would always attack from the sides, while the melee fighters would attack the party. A new mercenary or monk would appear every round. We could even add another mage and a liutenant to the mix. These opponents would appear as long as B lives - once he is dead, they'd flee and escape Amkethran.
c., Yaga-Shura:
- he should benefit from his weapon's bonuses.
- he should use potions after he returns.
- he should use Power Attack, Critical Strike and Smite.
- again, his special abilities should be used a bit more often and more precise.
- the spawning rate of his army should be significantly increased once he returns. Every round a normal "cannon fodder" should appear (using the original selection of warriors, mages and Fire Giants) and eery 2nd round an additional opponent should appear (a tougher warrior 45%, a Fire Giant 35%, or even an Elite F. Giant 20%). I always found it ridiculous that his "army" stands of less than 50 creatures, and his "reinforcements" means 4 average liutenants with completely no soldiers at their disposal...
- we should decrease the charges of the summoning wands used by the mages, or make them use it more often. The party can get crazy amount of extra summons by looting the corpses after the battle. The same goes for potions.
d., Sendai:
- Kish did a nice work here, I don't feel we need to change anything.
e., Abazigal:
- Abazigal should use our kensai HLA table in his human form. He should definitely use True Kai and offensive powers like Smite and Power Attack. He should only use Critical Strike against opponents WITHOUT helmets. We should remove his Hardiness abilities, since Refinements Kensai no longer get it.
- he should ignore "invincible" summons like Mordy Swords, or should use Greater Deathblow to remove them.
- he really shouldn't cast Imprisonments in Dragon Form.
- we should revise Tamah. Amethyst Dragons are heavy psionic users, so we should grant her many of the Mind Flayer powers including Psionic Blast, Detonate, Ballistic Attack, Psionic Domination, Invisibility. Also, her breath weapon should be made more fitting to the pnp counterpart. We should modifiy ALL dragons in the game (I'll detail this in another post later) to have their pnp abilities and unique characteristics.
- I'm not sure about the young Drakes used by Wes, I never really liked them. They are too powerful for a young dragon, and their "multicolor" nature keeps bothering me as well... if we would be able to add the Half-Dragon creature bams to the game (from IWD2), we could really replace them with these creatures.
- The Frost Salamanders are also a "bit" strange in a desert cave...:-O
So much for now. These changes would serve as nice and fitting improvements and corrections to these bosses, and would be a great start for the Creature Revisions component in v2. Of course we need to ask the authors of Ascension for permission to alter these battles.
Opinions, ideas?
Edited by T.G.Maestro, 13 October 2004 - 12:29 PM.