I cannot do this!
I tried contingency and trigger sunfires as UU suggested in another post and did no damage at all!
About one round after we start we become timestopped (i dont think anyone casts it) and all of eclipse and solaufein are immune, at which point they all run over and kill everyone before solaufein can do anything!
help me please!
Eclipse! YArrrgghh
Eclipse! YArrrgghh
'My pantaloons are full of weasels. Inform the Queen, so that she might shoo them away. Here we go 'round the mulberry bush. Go monkey GO!'-Wanev
Have you ever heard any more inspiring or logical words? I sure haven't.
Have you ever heard any more inspiring or logical words? I sure haven't.
Time for serious cheese. I haven't played Eclipe, but this generic cheese hardly ever fails:
- Use Chain Contingencies with either three Project Images (long term investment) or three Horrid Wiltings (for quick wins).
- Cast lots of clone spells (Project Image or Simulacrum). Let your clones use scrolls of Time Stop and/or Protection from Magic of your own. Let your clones use up all of your good stuff multiple times.
- Use Mind Flayer Control Circlets on whichever member of the Eclipse party is not immune to charm.
- Cast Nature's Beauty to blind every enemy that isn't on the other side of the screen. If they're blind, their cheesy free Time Stops won't help them as much.
- Use Rods of Resurrection to heal your party members before they die.
- Cast more contingencies in the midst of battle - they're instant.
- If the Eclipse party cannot see invisible people (and doesn't have True Sight!), cast Mislead a lot.
- Use Protection from Magic Weapons and Mordenkainen's Swords to keep hard hitters occupied.
- Focus all your offense on the juciest target until it falls.
- Cast Stoneskin and Mirror Image a lot.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
- UserUnfriendly
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Eclipse..
went through this fight fairly recently, and experienced a bit of a shock myself
This is a fight where you really HAVE to use spell protections and spell protection removal techniques efficiently. At the start of the fight the Eclipse party are pretty much immune to everything you're going to sling at them - elemental damage, magic damage, yadda yadda yadda. The timestop is not a conventional cast timestop - every few rounds it just happens so long as any of the Eclipse party are alive, but SolAufein is immune.
Since you're summoned to their turf, you can't use any field preparation techniques, like pet waves, spike traps, skull traps, what have you. You can (and should) pre-buff, but stick to reasonably long duration buffs.
Some of the "never-fail" techniques don't work here:
Mind control circlets won't stick, for instance - my experience was that you'd get the charmed message, but they'd still attack you (the same is true of Ascension, too, btw)
They start with true sight up...
The Eclipse party will attack the member they perceive as weakest when under timestop, but they will merrily hack away even if their weapons are ineffectual, and do not possess non-magical weapons.
My party's approach ((12)Kensai/thif, Edwin (sorceror), Jan, Jaheira, Valygar, Solaufein) was heavily rooted in non-dispellable immunities (*cough*rat cloak*cough*), layered (SI-Div/Abj/Conj) spell protections on my mages, and heavy spell removal stuff (much of it in triggers and contingencies) against the eclipse guys, plus, of course, the universally wonderful (but astonishingly slow) bugs. I assumed the non-mages would likely be dispelled, so I used mostly things like Improved haste, etc. where loss of the buff would not be critical.
For all the boring details see long spoiler below
Well, I finally did win Eclipse, albeit with one casualty, Jaheira (bah!) - and she died due to my own stupidity. It was a huge opportunity to learn about spell protection and spell protection removal - you can't get through that fight without REALLY working both. Thanks hugely to Xyx's spell guide and User Unfriendly, much of whose excellent advice I roundly ignored. Anyway, we won largely because of three factors
1) Rats
Rat form melee via the cloak of the sewers - Deodand 12 Kensai thief, Jaheira, and Valygar were all rat formed. 90% resistance to ALL melee and missile damage is nothing to sneeze at. Combined with Defender of Easthaven offhand for Deodand, and Hardiness for Jaheira & Valygar, they were all completely immune to damage by any weapon.
2) Bugs
I used minimal scrolls for the fight. The only really cool one was a trigger for Jaheira with 3 X Summon Insects. Her first action was to throw this at the cleric - being the annoyingly slow spell it is, it took a while, but it took all three casters out once it hit, as the mages did their job below
3) Spell protections.
Melee were fairly light - Jaheira had shield of the Archons, Deodand had spell trap from SoM plus ProMagic Energy, all had 100% FR from items, skins, bless/chant, improved haste and minor globe of invulnerability.
The mages were a different story:
All had SI-abjure (breach, etc.), conjure (bugs!) and divination (to keep impr. invis shimmer), plus skins, spell trap, improved haste, mirror image, pro fire, and true sight Edwin also had SI-alter (Ruby ray) SI-nec(ADHW) and a cc on see enemy of Sword, Mass Invis, and Pro MW. Jan/Sola had ccs of Pro Energy, Pro Magic Energy and Pro MW. Triggers were 3 X remove magic for Edwin and 2 X Lower Res + Breach for Jan/Sola.
Once we started the fight, The melees charged the Anti-Paladin , Jaheira fired her triggered bugs, and Jan/Sola shot theirs (Cleric & druid). The casters charged the sorceror. I found out I should have used neg.plane protection - I thought the devils shade had to actually hit to level drain - I was wrong. Oh well, keep it going. Once Jan/Sola get to the sorceror, they trigger ccs with 3 X Ruby Ray each & dump his spell protections. Edwin triggers his Remove Magic at the melees and toasts their spell protections.
Jaheira is stunned, knocked back, dispelled and blinded, but unhurt. All three melee are chewing on her, but to no effect whatever. Valygar and Deodand are drained of a level or two, big deal. The sword is gamely chewing on a Devil Shade.
Total Eclipse! Sola keeps beating on the sorceror. Skins are still up, but the elemental damage from FoA is getting through, he's not casting anything I can see Bugs are on the way in both directions.
Eclipse ends. Bugs land both ways, but can't affect team Deodand's mages, yay!. Regen makes up for the bugs damage on the melees. Sorceror is backing away from Sola, Jan is fighting with an Unholy Avenger (Dispel is your friend) All three Eclipse casters get bugs, so they're out of it now. Edwin throws in another bugs for good measure. Eclipse Deva shows up. Sword and Deodand take on the Deva. Deodand ends up stunned and feared somehow. For some mysterious reason the enemy Deva casts Remove Fear on her.
Team Deodand Mages renew Pro MW and head to the aid of the melee squad, Edwin seems to be hung on casting for a bit.
Total Eclipse! Anti-Pal is looking pretty dented, still thrashing away on Jaheira. Sola has switcched to Ravager + GWW.
Eclipse ends. Everyone piles on him, including an attempt to imprison, which doesn't work - bummer - I may have had Jan move while casting. Anyway, the AP folds, Jaheira simultaneously loses hardiness and rat form (Dispel hit cause hardiness fades?) I can't get any defenses up on her, and she's dead in a flash. The Eclipse Sorcerer & Druid succumb to bugs, and our sword is holding off the Deva (!). Valygar unrats, and everyone just piles on the Berserker next. He goes down quick - I think he took a Vorpal hit.
Another eclipse lands in the middle of the fight, but the Kensai goes down fast, along with the bulk of the shades helped by an Abu-dalzim or two. Edwin's casting has come unstuck & he summons a planetar. The sword unsummons. The cleric has been attacking Edwin (innefectually) all along and his bugs ends - all the casters slam a magic missile onto him, to disrupt the casting, and melee are all over him like white on rice - the end is mercifully fast.
Then it's just clean up, loot, dispell and have the planetar cast some rez, restore and heals.
Other than just imitating someone's strategy, you CAN NOT win this fight without a good understanding of how spells work in BGII Soa/ToB - it's a brilliant piece of design. So, I urge you all to give it a try sometime - you'll learn a lot about the spell system.
Well, if you've made it this far, thanks for listening to me.
went through this fight fairly recently, and experienced a bit of a shock myself
This is a fight where you really HAVE to use spell protections and spell protection removal techniques efficiently. At the start of the fight the Eclipse party are pretty much immune to everything you're going to sling at them - elemental damage, magic damage, yadda yadda yadda. The timestop is not a conventional cast timestop - every few rounds it just happens so long as any of the Eclipse party are alive, but SolAufein is immune.
Since you're summoned to their turf, you can't use any field preparation techniques, like pet waves, spike traps, skull traps, what have you. You can (and should) pre-buff, but stick to reasonably long duration buffs.
Some of the "never-fail" techniques don't work here:
Mind control circlets won't stick, for instance - my experience was that you'd get the charmed message, but they'd still attack you (the same is true of Ascension, too, btw)
They start with true sight up...
The Eclipse party will attack the member they perceive as weakest when under timestop, but they will merrily hack away even if their weapons are ineffectual, and do not possess non-magical weapons.
My party's approach ((12)Kensai/thif, Edwin (sorceror), Jan, Jaheira, Valygar, Solaufein) was heavily rooted in non-dispellable immunities (*cough*rat cloak*cough*), layered (SI-Div/Abj/Conj) spell protections on my mages, and heavy spell removal stuff (much of it in triggers and contingencies) against the eclipse guys, plus, of course, the universally wonderful (but astonishingly slow) bugs. I assumed the non-mages would likely be dispelled, so I used mostly things like Improved haste, etc. where loss of the buff would not be critical.
For all the boring details see long spoiler below
Well, I finally did win Eclipse, albeit with one casualty, Jaheira (bah!) - and she died due to my own stupidity. It was a huge opportunity to learn about spell protection and spell protection removal - you can't get through that fight without REALLY working both. Thanks hugely to Xyx's spell guide and User Unfriendly, much of whose excellent advice I roundly ignored. Anyway, we won largely because of three factors
1) Rats
Rat form melee via the cloak of the sewers - Deodand 12 Kensai thief, Jaheira, and Valygar were all rat formed. 90% resistance to ALL melee and missile damage is nothing to sneeze at. Combined with Defender of Easthaven offhand for Deodand, and Hardiness for Jaheira & Valygar, they were all completely immune to damage by any weapon.
2) Bugs
I used minimal scrolls for the fight. The only really cool one was a trigger for Jaheira with 3 X Summon Insects. Her first action was to throw this at the cleric - being the annoyingly slow spell it is, it took a while, but it took all three casters out once it hit, as the mages did their job below
3) Spell protections.
Melee were fairly light - Jaheira had shield of the Archons, Deodand had spell trap from SoM plus ProMagic Energy, all had 100% FR from items, skins, bless/chant, improved haste and minor globe of invulnerability.
The mages were a different story:
All had SI-abjure (breach, etc.), conjure (bugs!) and divination (to keep impr. invis shimmer), plus skins, spell trap, improved haste, mirror image, pro fire, and true sight Edwin also had SI-alter (Ruby ray) SI-nec(ADHW) and a cc on see enemy of Sword, Mass Invis, and Pro MW. Jan/Sola had ccs of Pro Energy, Pro Magic Energy and Pro MW. Triggers were 3 X remove magic for Edwin and 2 X Lower Res + Breach for Jan/Sola.
Once we started the fight, The melees charged the Anti-Paladin , Jaheira fired her triggered bugs, and Jan/Sola shot theirs (Cleric & druid). The casters charged the sorceror. I found out I should have used neg.plane protection - I thought the devils shade had to actually hit to level drain - I was wrong. Oh well, keep it going. Once Jan/Sola get to the sorceror, they trigger ccs with 3 X Ruby Ray each & dump his spell protections. Edwin triggers his Remove Magic at the melees and toasts their spell protections.
Jaheira is stunned, knocked back, dispelled and blinded, but unhurt. All three melee are chewing on her, but to no effect whatever. Valygar and Deodand are drained of a level or two, big deal. The sword is gamely chewing on a Devil Shade.
Total Eclipse! Sola keeps beating on the sorceror. Skins are still up, but the elemental damage from FoA is getting through, he's not casting anything I can see Bugs are on the way in both directions.
Eclipse ends. Bugs land both ways, but can't affect team Deodand's mages, yay!. Regen makes up for the bugs damage on the melees. Sorceror is backing away from Sola, Jan is fighting with an Unholy Avenger (Dispel is your friend) All three Eclipse casters get bugs, so they're out of it now. Edwin throws in another bugs for good measure. Eclipse Deva shows up. Sword and Deodand take on the Deva. Deodand ends up stunned and feared somehow. For some mysterious reason the enemy Deva casts Remove Fear on her.
Team Deodand Mages renew Pro MW and head to the aid of the melee squad, Edwin seems to be hung on casting for a bit.
Total Eclipse! Anti-Pal is looking pretty dented, still thrashing away on Jaheira. Sola has switcched to Ravager + GWW.
Eclipse ends. Everyone piles on him, including an attempt to imprison, which doesn't work - bummer - I may have had Jan move while casting. Anyway, the AP folds, Jaheira simultaneously loses hardiness and rat form (Dispel hit cause hardiness fades?) I can't get any defenses up on her, and she's dead in a flash. The Eclipse Sorcerer & Druid succumb to bugs, and our sword is holding off the Deva (!). Valygar unrats, and everyone just piles on the Berserker next. He goes down quick - I think he took a Vorpal hit.
Another eclipse lands in the middle of the fight, but the Kensai goes down fast, along with the bulk of the shades helped by an Abu-dalzim or two. Edwin's casting has come unstuck & he summons a planetar. The sword unsummons. The cleric has been attacking Edwin (innefectually) all along and his bugs ends - all the casters slam a magic missile onto him, to disrupt the casting, and melee are all over him like white on rice - the end is mercifully fast.
Then it's just clean up, loot, dispell and have the planetar cast some rez, restore and heals.
Other than just imitating someone's strategy, you CAN NOT win this fight without a good understanding of how spells work in BGII Soa/ToB - it's a brilliant piece of design. So, I urge you all to give it a try sometime - you'll learn a lot about the spell system.
Well, if you've made it this far, thanks for listening to me.
I have given up all lesser evils as inadequate to my purpose.
Spoiler:
Most of the information above is valid and, under the right circumstances is extremely effective. A couple things to notice are that most of the members of the Eclipse party have Eclipse weapons that make them immune to blindness and missile weapons. They also make them regenerate like crazy.
I can't emphasize the Protection from Magic Weapons enough in this battle.
For me, Chain Contingency - Remove Magic, Abi Dalzim x2 has met with mixed results. Sometimes it's blown Eclipse to bits and left little to clean up and other times, there's been no effect.
If using the 3 project images, be prepared to cast SI-Div and SI-ABJ. At some levels, Eclipse starts with True Sight. I haven't tried this strategy in this battle before but I can definitely see possibilies for carnage. I would only use this in this battle with the Robe of Vecna, Improved Alacrity and a ton of defensive and offensive spells ready to go.
I also believe the sorcerer is pre-buffed with Spell Immunity - Abj, protection from magic weapons, and stoneskins. GWW with normal weapons or fists will keep him busy. If you want to break his spell defences, chain contingency with 2-3 Ruby Rays should do the trick here. My personal fav is chain cont. - Ruby Ray x2, Warding Whip and casting SpellStrike.
Use Auto-Save and pause like crazy. Get Radeel (sp?) to tell you everything you can get out of him. There are hints, but no total giveaways, in there.
I always Chain Contingency Sola. with Simulacrum and have his simmy cast prot. magic weapons immediately.
Mini Me, if the previous posts aren't enough, could you list your party members, levels, and difficulty settings for some specific advice.
Most of the information above is valid and, under the right circumstances is extremely effective. A couple things to notice are that most of the members of the Eclipse party have Eclipse weapons that make them immune to blindness and missile weapons. They also make them regenerate like crazy.
I can't emphasize the Protection from Magic Weapons enough in this battle.
For me, Chain Contingency - Remove Magic, Abi Dalzim x2 has met with mixed results. Sometimes it's blown Eclipse to bits and left little to clean up and other times, there's been no effect.
If using the 3 project images, be prepared to cast SI-Div and SI-ABJ. At some levels, Eclipse starts with True Sight. I haven't tried this strategy in this battle before but I can definitely see possibilies for carnage. I would only use this in this battle with the Robe of Vecna, Improved Alacrity and a ton of defensive and offensive spells ready to go.
I also believe the sorcerer is pre-buffed with Spell Immunity - Abj, protection from magic weapons, and stoneskins. GWW with normal weapons or fists will keep him busy. If you want to break his spell defences, chain contingency with 2-3 Ruby Rays should do the trick here. My personal fav is chain cont. - Ruby Ray x2, Warding Whip and casting SpellStrike.
Use Auto-Save and pause like crazy. Get Radeel (sp?) to tell you everything you can get out of him. There are hints, but no total giveaways, in there.
I always Chain Contingency Sola. with Simulacrum and have his simmy cast prot. magic weapons immediately.
Mini Me, if the previous posts aren't enough, could you list your party members, levels, and difficulty settings for some specific advice.
"Stupidity: Quitters never win. Winners never quit. Those who never win or quit are idiots."
- UserUnfriendly
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"For me, Chain Contingency - Remove Magic, Abi Dalzim x2 has met with mixed results. Sometimes it's blown Eclipse to bits and left little to clean up and other times, there's been no effect. "
aha...
having all the mages with spell immunity invocation, and making fighters elementally protected, and loading up each mage with spell trigger "remove magic, sunfire, sunfire" and each chain contingency with the same should blast and whack most of the melee eclipse members...as well as obliterate the devil shades...
you see, remove magic works sometimes, its based on a roll...so having 2-5 mages cast it at the same time substantually improves your chances of making a successful roll and dispelling the fighter's protections...chunk the fighters, and you're well on your way to winning eclipse...

aha...
having all the mages with spell immunity invocation, and making fighters elementally protected, and loading up each mage with spell trigger "remove magic, sunfire, sunfire" and each chain contingency with the same should blast and whack most of the melee eclipse members...as well as obliterate the devil shades...
you see, remove magic works sometimes, its based on a roll...so having 2-5 mages cast it at the same time substantually improves your chances of making a successful roll and dispelling the fighter's protections...chunk the fighters, and you're well on your way to winning eclipse...
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
- Ian Kognitow
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When I beat eclipse, I was able to take out all the melee guys/shades fairly early with mass sunfire/horrid wiltings triggers. Viconia still got killed but I had two rods of resurrection handy.
The mages I found somewhat harder since they seemed to be able to get up endless protections (especially Prot.Magic weapons). My mages kept getting blinded as well and I usually don't carry many debuffing spells anyway. But there is a very satisfying solution - get angry, throw your weapons to the ground, and punch them senseless.
The mages I found somewhat harder since they seemed to be able to get up endless protections (especially Prot.Magic weapons). My mages kept getting blinded as well and I usually don't carry many debuffing spells anyway. But there is a very satisfying solution - get angry, throw your weapons to the ground, and punch them senseless.
The odds for Remove Magic are usually either very good or very bad. Only if your mage's level is very close to that of the opposing spellcasters will it be somewhat of a toss-up.
Does anyone know the level of the Eclipse spellcasters?
Does anyone know the level of the Eclipse spellcasters?
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
The party
The eclipse party is as follows:
Redael, 24 Kensai
Nrodlek, 21 Anti-Paladin (actually inquisitor)
Radnuht, 24 Barbabrian
Reffus, 25 Cleric
Ylekilnu, 21 Druid
Citpeks, 20 Sorceror
Typical single class characters will be equal to higher level, multi-classed will be a few lower.
The eclipse party is as follows:
Redael, 24 Kensai
Nrodlek, 21 Anti-Paladin (actually inquisitor)
Radnuht, 24 Barbabrian
Reffus, 25 Cleric
Ylekilnu, 21 Druid
Citpeks, 20 Sorceror
Typical single class characters will be equal to higher level, multi-classed will be a few lower.
I have given up all lesser evils as inadequate to my purpose.