2,935
editsAd placeholder
The Netherbrain/Combat: Difference between revisions
Jump to navigation
Jump to search
no edit summary
No edit summary |
No edit summary |
||
Line 74: | Line 74: | ||
===Atop the brain=== | ===Atop the brain=== | ||
* {{SAI|Dimension Door}}, {{SAI|Arcane Gate}} and {{SAI|Misty Step}} are all useful spells/scrolls for moving from the entrance [[Confront the Elder Brain#Atop the Netherbrain|Atop the Netherbrain]] to the Crown of Karsus. | * {{SAI|Dimension Door}}, {{SAI|Arcane Gate}} and {{SAI|Misty Step}} are all useful spells/scrolls for moving from the entrance [[Confront the Elder Brain#Atop the Netherbrain|Atop the Netherbrain]] to the Crown of Karsus. | ||
* Stepping directly on the brain's surface will summon hidden [[tentacle]]s, so it may be easier to approach from the two platforms on either side. Otherwise, if intending to sprint across, it is helpful to use a character who can avoid [[Opportunity Attack]]s, such as one with the [[Mobile]] feat. | * Stepping directly on the brain's surface will summon up to 16 hidden [[tentacle]]s, so it may be easier to approach from the two platforms on either side. Otherwise, if intending to sprint across, it is helpful to use a character who can avoid [[Opportunity Attack]]s, such as one with the [[Mobile]] feat. | ||
* {{SAI|Globe of Invulnerability}} and {{SAI|Sanctuary}} are | * {{SAI|Globe of Invulnerability}} and {{SAI|Sanctuary}} are useful for protecting the caster of [[Karsus' Compulsion]]. '''However''', the nearby [[Illithid Arcanist]]s will still be able to {{cond|Stunned|stun}} creatures affected by these spells, which disrupts the spell prematurely. | ||
* The four [[Illithid Arcanist]]s are very dangerous enemies in this section of the fight. They can spam a more powerful version of {{SAI|Magic Missile}}, use {{SAI|Counterspell}}, stun your party via {{SAI|Tentacle Whip}} and {{SAI|Mind Blast}}, and even gain control of allies with {{SAI|Mind Flayer Domination}}. They are also immune to being pushed over the edge with moves like [[Telekinesis]], as they will just reappear atop the Netherbrain. | * The four [[Illithid Arcanist]]s are very dangerous enemies in this section of the fight. They can spam a more powerful version of {{SAI|Magic Missile}}, use {{SAI|Counterspell}}, stun your party via {{SAI|Tentacle Whip}} and {{SAI|Mind Blast}}, and even gain control of allies with {{SAI|Mind Flayer Domination}}. They are also immune to being pushed over the edge with moves like [[Telekinesis]], as they will just reappear atop the Netherbrain. Fortunately they have a rather low number of hit points, making them vulnerable to allies with high maneuverability and ranged damage. | ||
* Only party members and either [[Orpheus]] or the [[Emperor]] can enter the Netherbrain's psyche (or '''The Unbreakable Will of the Netherbrain'''), so once the portal is open it is no longer necessary to continue fighting other enemies. | * Only party members and either [[Orpheus]] or the [[Emperor]] can enter the Netherbrain's psyche (or '''The Unbreakable Will of the Netherbrain'''), so once the portal is open it is no longer necessary to continue fighting other enemies. | ||
* Once all party members and Orpheus/the Emperor have entered the portal, the battle outside on the surface of the brain will end and the remaining turn order will just consist of the party and the Netherbrain. | * Once all party members and Orpheus/the Emperor have entered the portal, the battle outside on the surface of the brain will end and the remaining turn order will just consist of the party and the Netherbrain. | ||
=== Inside the crown=== | === Inside the crown=== | ||
* It is strongly recommended to have one's entire party near the portal before completing [[Karsus' Compulsion]]. Once the final fight against the Netherbain begins | * It is strongly recommended to have one's entire party near the portal before completing [[Karsus' Compulsion]]. Once the portal is opened, the final fight against the Netherbain begins immediately and it is possible for it to destroy all platforms near the portal, preventing party members outside from entering. | ||
* While allies summoned through [[Gather Your Allies (Class Action)]] cannot enter the portal, they can be summoned onto the platforms inside. | * While allies summoned through [[Gather Your Allies (Class Action)]] cannot enter the portal, they can be summoned onto the platforms inside. | ||
* The first attack each round against the Brain will cause it to use | * The first attack each round against the Brain will cause it to use {{SAI|Retributive Brainquake}}, which will damage and potentially {{cond|Slowed|Slow}} everything in range. The player can potentially avoid this the first time by triggering it with the first party member to enter the portal, and then having the rest of the team enter afterword. | ||
* The Netherbrain will use | * The Netherbrain will use {{SAI|Orb of Negation}} to summon several orbs which deal damage at the end of the next round. These orbs will destroy the platforms beneath them, so it is important to move characters off of any marked platforms. | ||
* The Netherbrain must be killed quickly since every platform will be destroyed in only a couple of turns. | * The Netherbrain must be killed quickly since every platform will be destroyed in only a couple of turns. | ||
Line 94: | Line 94: | ||
== Known Bugs == | == Known Bugs == | ||
* Thrown weapons that return to the user, such as {{RarityItem|Nyrulna}} or {{RarityItem|Returning Pike}}, may occasionally | * Thrown weapons that return to the user, such as {{RarityItem|Nyrulna}} or {{RarityItem|Returning Pike}}, may occasionally fall into the chasm below the Netherbrain and disappear forever after being thrown at it. Throwing builds should bring back-up weapons just in case. | ||
[[Category:Combat guides]] | [[Category:Combat guides]] |