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==Allies==
==Allies==
*[[Echo of Amelyssan]]
*[[Echo of Amelyssan]]
** Casts {{SAI|Warding Bond}} and {{SAI|Sanctuary}} on Sarevok.
** While alive, this echo may cast {{SAI|Warding Bond}} and {{SAI|Sanctuary}} on Sarevok.
** Upon death, grants Sarevok {{Cond|Absorbed Essence: Amelyssan}}, healing him for {{DamageText|2d12|Healing}} each time he attacks.
** Upon death of this echo, Sarevok gains {{Cond|Absorbed Essence: Amelyssan}} and each of Sarevok's attacks will heal him for 2-24 hit points.
** With {{cond|Retributive Justice}}, casts {{SAI|Cloudkill}} and uses melee attacks.


*[[Echo of Illasera]]
*[[Echo of Illasera]]
** Casts {{SAI|Haste}} on Sarevok and uses {{SAI|Counterspell}} to negate party's spells.
** While alive, this echo may cast {{SAI|Haste}} on Sarevok.
** Upon death, grants Sarevok {{Cond|Absorbed Essence: Illasera}}, making him {{cond|hastened}} and immune to {{cond|Paralysed}}, {{cond|Restrained}}, and other conditions that reduce movement speed.
** Upon death of this echo, Sarevok gains {{Cond|Absorbed Essence: Illasera}} and is permanently {{cond|hastened}} and cannot be affected by paralysis, restraints, or other attempts to reduce his movement speed.
** With {{cond|Retributive Justice}}, casts {{SAI|Spirit Guardians}} and {{SAI|Guiding Bolt}}.


*[[Echo of Sendai]]
*[[Echo of Sendai]]
** Casts {{SAI|Slow}}, {{SAI|Command}}, and {{SAI|Contagion}} on the party.
** While alive, this echo may cast {{SAI|Slow}}, {{SAI|Command}}, and sometimes {{SAI|Contagion}} on the party.
** Upon death, grants Sarevok {{Cond|Absorbed Essence: Sendai}}, increasing his AC by 6.
** Upon death of this echo, Sarevok gains {{Cond|Absorbed Essence: Sendai}} and his armour class is increased by 6.
** With {{cond|Retributive Justice}}, casts {{SAI|Blight}} and {{SAI|Inflict Wounds}}.


*[[Echo of Abazigal]] (Only if Sarevok is attacked after the player has become the ''Unholy Assassin'')
*[[Echo of Abazigal]] (Only if Sarevok is attacked after the player has become the ''Unholy Assassin'')
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If the player convinces [[Dolor]] to take up arms against the Murder Tribunal, Sarevok will cast [[Power Word Kill]] on Dolor, instantly killing him.{{cite web|url=https://i.imgur.com/Kv0PNOK.png|title=Sarevok casts Power Word Kill on Dolor}}
If the player convinces [[Dolor]] to take up arms against the Murder Tribunal, Sarevok will cast [[Power Word Kill]] on Dolor, instantly killing him.{{cite web|url=https://i.imgur.com/Kv0PNOK.png|title=Sarevok casts Power Word Kill on Dolor}}


This fight greatly revolves around the Echoes. Each Echo will contribute to the fight in one of three ways, depending on whether it and Sarevok are alive:
This fight revolves around the powerful buffs that the various Echoes can provide Sarevok. Each of them will give him incredibly powerful permanent buffs once they die but allowing them to live will result in them casting other spells such as {{SAI|Slow}}, {{SAI|Sanctuary}}, and {{SAI|Haste}} which make the fight more difficult. Indeed, {{SAI|Warding Bond}} will often result in the death of [[Echo of Amelyssan]] no matter whom the party tries to kill first. It is generally advisable to avoid killing [[Echo of Sendai]] and [[Echo of Illasera]] for as long as possible, since their on-death effects make Sarevok much harder to kill and allow him to attack more often.
* While Sarevok is alive, each living Echo uses spells to support him or hinder the party, but they do not directly attack the party.
* When an Echo is killed, it grants a permanent "Absorbed Essense" buff to Sarevok.
* When Sarevok is killed, any surviving Echoes gain {{cond|Retributive Justice}} and begin attacking the party directly.  


[[Echo of Amelyssan]]'s {{SAI|Warding Bond}} will often result in her dying first, but fortunately, her Absorbed Essence is relatively harmless. It is advisable to avoid killing [[Echo of Sendai]] and [[Echo of Illasera]], since their Absorbed Essences effects make Sarevok much harder to kill and much more dangerous, respectively. They can instead be disabled through means such as {{cond|Stunned}} or {{cond|Silenced}}, or simply ignored by killing Sarevok before they can cause too much trouble. Even with {{cond|Retributive Justice}}, the Echoes by themselves are far less dangerous than Sarevok at full power.
Sarevok is at his most dangerous during long and protracted fights in which the Echoes die off, but is much easier to manage if the party has enough burst damage and high initiative to kill him quickly. Once he dies, the Echoes and other conditional enemies can be killed quickly without fear of their on-death buffs.


This fight can also be "cheesed". Once the party has either presented the hand of a victim they killed or passed the {{Ability Check|Deception|20}} to convince Sarevok that they are worthy of becoming an ''Unholy Assassin'', he will stand up to walk into the sacrificial chamber next door while the Echoes teleport to the room ahead of him. Attacking him at this moment leaves him extremely vulnerable because the Echoes will be too far to come to his aid.
This fight can also be "cheesed". Once the party has either presented the hand of a victim they killed or passed the {{Ability Check|Deception|20}} to convince Sarevok that they are worthy of becoming an ''Unholy Assassin'', he will stand up to walk into the sacrificial chamber next door and the Echoes will teleport into the room ahead of him. Attacking him at this moment leaves him extremely vulnerable because the Echoes will be too far to come to his aid.


== References ==
== References ==
{{reflist|url}}
{{reflist|url}}
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