Lower Dorn's I
Tough level. The end is in site but this is a *huge* area. Be careful in this area - you can't sneak effectively because of the tarnished sentries. You can rest at the beginning and I would suggest plenty of snilloc's snowballs (you did buy that useless looking spell from Orrick right?
) - they do double damage to the fire salamanders...
Fire Salamanders - Snilloc's & protection from fire when up close. But first you must deal with...
Tarnished sentries - Rock hard. 2 methods.
1)Dodge their axes/use protection from normal missiles. About the only missile weapon that hurts them is arrows of piercing (0-3 damage per). With 4 archers plugging away it is possible to take them down!
2)Get in close & quick with magical hammering weapons - the stun ability works and gives you vital seconds to destroy the, using haste/strength enhancements.
Elementals - easy.
Fire Giants - easy. Set yourself up on the islands and block a bridge. Don't bother talking with Ilmadia, just let rip. Toss cloudkills and webs/grease/gas at them and ready your bows. They'll get bottlenecked on the bridge and go down quickly.
Rhino Beetles - easy. Don't bother paying for the armour, one has good fire protection but you hardly need it. Nym is difficult to kill and there seem's to be an odd sidequest that no one has found/solved here?
Tower archers - A cramped fight. Try hopelessness and other spells that remove some from the fight for a bit - prepare by hasting/harmony/mirror image outside the tower (and approach down the "slide" to avoid being shot at
Screamers - This can become a chaotic fight if you elect not to use blast magic to avoid hurting the sculptor. Take out the screamers first with all your might, then get the leftover creatures...
Blind Minotaurs - easy.
Umber hulks - Tough due to the gaze. Take them one at time, use a tank with potion of clarity (the only defence). In unavoidable massed umber hulk situations, use blast magic to pre-empt their arrival and keep weak party members poorly armed (they'll get confused and attack each other. Have your fighters drink potions of clarity or just let them go confused - its hardly science but you'll win through with some prepartion.