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(Removed construction tab. Reformatted all sections to be in line with other combat pages. Expanded upon Encounter section)
(more information on echoes)
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==Allies==
==Allies==
*[[Echo of Amelyssan]]
*[[Echo of Amelyssan]]
** While alive, this echo may cast {{SAI|Warding Bond}} and {{SAI|Sanctuary}} on Sarevok.
** Casts {{SAI|Warding Bond}} and {{SAI|Sanctuary}} on Sarevok.
** 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.
** Upon death, grants Sarevok {{Cond|Absorbed Essence: Amelyssan}}, healing him for {{DamageText|2d12|Healing}} each time he attacks.
** With {{cond|Retributive Justice}}, casts {{SAI|Cloudkill}} and uses melee attacks.


*[[Echo of Illasera]]
*[[Echo of Illasera]]
** While alive, this echo may cast {{SAI|Haste}} on Sarevok.
** Casts {{SAI|Haste}} on Sarevok and uses {{SAI|Counterspell}} to negate party's spells.
** 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.
** 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.
** With {{cond|Retributive Justice}}, casts {{SAI|Spirit Guardians}} and {{SAI|Guiding Bolt}}.


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


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.
[[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.


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.
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.


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

Revision as of 21:08, 18 April 2024

This page focuses on Sarevok Anchev's behavior during combat encounters.

This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.

Attacks and Abilities

Generic Death.webp
Deathbringer Assault Deathbringer Assault ()
D10 Weapon.png 5d10 (5~50) Damage TypesWeapon
+
D10 Weapon.png 5d10 (5~50) Damage TypesWeapon
+
D10 Weapon.png 5d10 (5~50) Damage TypesWeapon
+
D10 Weapon.png 5d10 (5~50) Damage TypesWeapon
Unleash the Dread Lord's fury upon a target. A Bhaalist worships murder - a Deathbringer embodies it.
 Melee: 1.5 m / 5  ft
Rage.webp
Deathbringer's Legacy Deathbringer's Legacy

Sarevok can use Deathbringer Assault Deathbringer Assault until the end of his next turn.

He temporarly loses the Absorbed Essences of Sendai, Illasera, Amelyssan and Abazigal if active, regaining them at the end of his next turn.

 Range: Self
Power Word Kill.webp
Power Word Kill Power Word Kill ()
Compel an enemy with 100 Hit Points or fewer to die instantly. Limited to one use only.
 Range: 18 m / 60 ft

Honour Mode

Main Hand Attack.webp
Murderous Retort Murderous Retort
Immediately strike back at an attacker. If Deathbringer's Legacy Deathbringer's Legacy is active, use Deathbringer's Assault Deathbringer's Assault instead.


Common

  • Jump
  • Opportunity Attack

Main Hand Attack

  • Sarevok seems to have access to at least two melee attacks per action. If he is affected by "Haste", this can mean Sarevok is capable of firing off four[Needs Verification] melee attacks in a single turn -- enough to allow his special ability on the next turn.

Conditions

Legendary Resistance: Incapacitation Legendary Resistance: IncapacitationTTactician

Murderous Strikes Murderous Strikes

  • This is a stacking condition. Sarevok gains 1 stack when he successfully deals damage to another character in Melee range.
  • Description reads: "After performing four attacks, Sarevok will have embodied Bhaal enough to use Deathbringer Assault."
  • This condition and all stacks are cleared when Sarevok gains the condition "Deathbringer's Legacy."

Deathbringer's Legacy Deathbringer's Legacy

  • Sarevok gains this condition for 1 turn, after reaching 4 stacks of Murderous Strikes.
  • Description reads: "Sarevok is able to use Deathbringer Assault until the end of his next turn."

From allies

The following conditions are commonly applied onto Sarevok, from allied characters such as Summons.

Immunities

Immunities include conditions that, cannot be afflicted onto this character. Conditions that are not explicit "Immune to" messages can still go in this section, but please provide more detail about what combat actions are prevented.

Sarevok cannot be affected by any or all of the following Conditions:

Vulnerabilities

Vulnerabilities include specific conditions that can be afflicted onto Sarevok, even if the chance of successfully afflicting this condition is very low.

Sarevok can be affected by all of the following conditions:

Allies

  • Echo of Abazigal (Only if Sarevok is attacked after the player has become the Unholy Assassin)
    • Upon death of this echo, Sarevok gains Absorbed Essence: Abazigal Absorbed Essence: Abazigal which causes Sarevok to deal maximum damage with all his attacks.
  • 12x Tribunal Ghost (Only if combat is initiated in the sacrifice chamber)

Encounters

Sarevok can be fought at the Murder Tribunal in the Lower City Sewers. He is joined by echoes of Sendai, Illasera, and Amelyssan, as well as other conditional allies.

If the player convinces Dolor to take up arms against the Murder Tribunal, Sarevok will cast Power Word Kill on Dolor, instantly killing him.[url 1]

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:

  • 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 Retributive Justice Retributive Justice and begin attacking the party directly.

Echo of Amelyssan's Warding Bond 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 Stunned Stunned or Silenced Silenced, or simply ignored by killing Sarevok before they can cause too much trouble. Even with Retributive Justice Retributive Justice, the Echoes by themselves are far less dangerous than Sarevok at full power.

This fight can also be "cheesed". Once the party has either presented the hand of a victim they killed or passed the DC 20 Deception check 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.

References