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The Netherbrain/Combat: Difference between revisions

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→‎Encounter: added info about channeling Karsus' compulsion
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(→‎Encounter: added info about channeling Karsus' compulsion)
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* {{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.
* {{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. Fortunately they have a rather low number of hit points, making them vulnerable to allies with high maneuverability and ranged damage.  
* 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.
* Once the party has reached the Crown of Karthus, the party member with [[Karsus' Compulsion]] must channel it in order to enter the final stage of the fight. The channelling lasts for 2 turns (the turn it was started and the following turn) and on the 3rd turn a portal will open to the Netherbrain's psyche (or '''The Unbreakable Will of the Netherbrain''').
* Only party members and either [[Orpheus]] or the [[Emperor]] can enter this portal, so once it has been opened there is no any reason 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.


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* 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.
* 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 {{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 first attack each round against the Brain will cause it to use {{SAI|Retributive Brainquake}}, which will damage and possibly {{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 {{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 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.


==Achievements==
==Achievements==

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