Sarevok Anchev/combat: Difference between revisions

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| feature8_description = Cannot be disarmed.
| feature8_description = Cannot be disarmed.
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{{CombatTab}}{{UnderConstruction}}
{{CombatTab}}


This page focuses on [[Sarevok Anchev]]'s behavior during combat encounters.
This page focuses on [[Sarevok Anchev]]'s behavior during combat encounters.
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This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.
This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.


== Murder Tribunal ==  
== Attacks and Abilities ==
Sarevok can be fought at the [[Murder Tribunal]] in the [[Lower City Sewers]]. He is joined by echos of [[Echo of Sendai|Sendai]], [[Echo of Illasera|Illasera]] and [[Echo of Amelyssan|Amelyssan]].
{{Feature box|Deathbringer Assault}}


It is also possible for [[That Which Guards]], [[That Which Lurks]], and [[That Which Watches]] to join the fight as well. While initially not part of the battle, they can get involved should they any of the combatants get too close to their position by the main entrance. Conversely, the three automatically die and can be looted once Sarevok is killed, since they were specters summoned by him.
{{Feature box|Deathbringer's Legacy}}


== Spells and Abilities ==
{{Feature box|Power Word Kill}}
{{Feature box|name=Deathbringer Assault|image name=Generic Death.webp
 
|* Melee attack dealing {{DamageText|10d10|Slashing}} +  {{DamageText|10d10|Slashing}} damage.
=== Honour Mode ===
* Sarevok can only use this after he has four stacks of {{Cond|Murderous Strikes}} and has received the {{Cond|Deathbringer's Legacy}}.
 
}}
{{Feature box|Murderous Retort}}


{{Feature box|name=Deathbringer's Legacy|image name=
|* Sarevok must have four stacks of the Condition {{Cond|Murderous Strikes}} to use this ability.
* When he casts this ability, Sarevok gains 1 stack of the condition also named {{cond|Deathbringer's Legacy}}.
}}


===Common===
===Common===
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===From allies===
===From allies===
The following conditions are commonly applied onto Sarevok, from allied characters such as Summons.
The following conditions are commonly applied onto Sarevok, from allied characters such as Summons.
* {{Cond|Sanctuary}} (from Sarevok's allied summon)
* {{Cond|Sanctuary}} (from Echo of Amelyssan)
* {{Cond|Warding Bond}} (from Sarevok's allied summon)
* {{Cond|Warding Bond (Target)}} (from Echo of Amelyssan)


===Immunities===
===Immunities===
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* {{Cond|Vicious Mockery}}
* {{Cond|Vicious Mockery}}
* {{Cond|Hideous Laughter}}
* {{Cond|Hideous Laughter}}
* {{Cond|Paralysed}} - NOTE: Even if Sarevok has received Echo of Illasera, the condition can be temporarily inflicted on him by e.g. [[Surgeon's Subjugation Amulet]] to benefit from the automatic critical hits, and he will not recover until his own turn.


{{div col end}}
{{div col end}}


==Summons==
==Allies==
When Sarevok is in combat, these entities always exist in the field, even if Sarevok does not have to "summon" them himself during the fight. This list does not include entities that can "enter the fight later" such as by walking too close to them, even if those entities are allied to Sarevok.
*[[Echo of Amelyssan]]
** Casts {{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.
** With {{cond|Retributive Justice}}, casts {{SAI|Cloudkill}} and uses melee attacks.
 
*[[Echo of Illasera]]
** Casts {{SAI|Haste}} on Sarevok and uses {{SAI|Counterspell}} to negate party's spells.
** 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]]
** Casts {{SAI|Slow}}, {{SAI|Command}}, and {{SAI|Contagion}} on the party.
** 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'')
** Upon death of this echo, Sarevok gains {{cond|Absorbed Essence: Abazigal}} which causes Sarevok to deal maximum damage with all his attacks.
 
*[[That Which Guards]], [[That Which Lurks]], and [[That Which Watches]] (Only if the door is open and combat gets too close to them)
** These 3 Death Knights will automatically die once Sarevok does.
 
* 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 [[Echo of Sendai|Sendai]], [[Echo of Illasera|Illasera]], and [[Echo of Amelyssan|Amelyssan]], as well as other conditional allies.


Summons that assist Sarevok have ''different'' condition immunities and vulnerabilities than Sarevok himself.
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}}


[[Echo of Amelyssan]]
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 alive, this summon casts [[Warding Bond]] and [[Sanctuary]] on Sarevok.
* While Sarevok is alive, each living Echo uses spells to support him or hinder the party, but they do not directly attack the party.
* On death of this summon, Sarevok gains {{Cond|Absorbed Essence: Amelyssan}} and each of Sarevok's attacks will heal him for 2-24 hit points.
* 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 Illasera]]
[[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.
* While alive, may cast [[Haste]] on Sarevok.
* On death of this summon, Sarevok gains {{Cond|Absorbed Essence: Illasera}} and is permanently hastened and cannot be affected by paralysis, restraints, or other attempts to reduce his movement speed.


[[Echo of Sendai]]
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.
* While alive, casts [[Slow]], [[Command]], and sometimes [[Contagion]] on players and their allies.
* On death of this summon, Sarevok gains {{Cond|Absorbed Essence: Sendai}} and his armour class is increased by 6.


[[Echo of Abazigal]]
== References ==
* Only present if Sarevok is attacked after the player has become the ''Unholy Assassin''.
{{reflist|url}}
* On death of this summon, Sarevok gains [[Bhaalspawn Essence: Abazigal]] which causes Sarevok to deal maximum damage with all his attacks.

Latest revision as of 21:30, 28 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[edit | edit source]

Generic Death.webp
D10 Weapon.png 5d10 (5~50) Damage TypesWeapon damage
+
D10 Weapon.png 5d10 (5~50) Damage TypesWeapon damage

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

Sarevok can use Deathbringer Assault Deathbringer Assault until the end of his next turn.
 Range: Self
Power Word Kill.webp

Compel an enemy with 100 Hit Points or fewer to die instantly. Limited to one use only.
 Range: 18 m / 60 ft

Honour Mode[edit | edit source]

Main Hand Attack.webp

Immediately strike back at an attacker. If Deathbringer's Legacy Deathbringer's Legacy is active, use Deathbringer's Assault Deathbringer's Assault instead.


Common[edit | edit source]

  • 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[edit | edit source]

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[edit | edit source]

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

Immunities[edit | edit source]

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[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

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[edit | edit source]