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Challenge Area Tips[G5]


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Since I wouldn't be surprised if people were still having trouble, I thought I would share some strategies I used to finish the challenge area on Torment.

 

I would personally recommend having the Firesteel Gauntlets and possibly even the Firesteel Greaves ready, considering how much Charm can help.

 

 

DISPOSAL VAULT

 

Spawning Platforms

 

This is a gauntlet where you'll face Ur-Glaahks, Ur-Drakons, Rotdhizons and Gazers. The game will warn you when a new monster is created (although it won't tell you where). You will also have to face three powerful monsters : a Corrupted Gazer, a Corrupted Drakon and a Corrupted Glaahk. It's best to be able to do fire, physical, magic, and possibly ice damage here, so pick your creations accordingly. Fire is useful against Glaahks, physical damage is useful against Gazers and Drakons, Magic damage is useful against Rotdhizons, and Ice damage is useful against Drakons. The Corrupted Drakon is probably the toughest of the monsters. Try to charm any "regular" monsters nearby. Forcing it to use its melee attack isn't a bad idea either, since Drakons are pretty much always weaker in melee. This battle can be pretty long, but it shouldn't be too hard.

 

 

Rotdhizon Gauntlet

 

One trick here is to put all of your party members right behind the door that leads to the Gauntlet. Then send a weak creation like a Drayk to attack one of the Rotdhizons. It will get killed, but most of the Rotdhizons will be alerted. They will try to swarm you, but since your party members are behind the door, only one Rotdhizon will be able to attack you. Then you can pick them off one by one.

 

 

Charged Drakon, Glaahk Gauntlet, Pairbond Constructs

 

Things get a bit more complicated. The next boss is a Drakon. It can't move, and as soon as you enter its laboratory, it will make a Stinging Clawbug (which can poison you and slow you), and a Gazer (which hits pretty hard). Should you ever destroy one of these creations, the Charged Drakon will make another as soon as it moves again. The problem is that right now, the Charged Drakon is pretty much immune to everything except poison and acid, and killing it with only poison and acid attacks would take a very long time. So unless you're willing to spend a lot of time on this fight, it's probably not a good idea to try. In order to disable the Charged Drakon's shield, you need to shut down a power spiral. This power spiral is in the tunnels west of the laboratory. You will have to get past the Glaahk Gauntlet and the Pairbond Constructs to reach it. Naturally, this means that the Charged Drakon's creations will hunt you down as you explore. Fortunately for you, the Stinging Clawbug should be fairly easy to charm no matter what character class you're playing. If it's close enough to the Gazer, it may even attack it. You need to be very skilled at mental magic to be able to reliably charm the Gazer. If you're not, just slow it and heal yourself when it attacks you.

 

The Glaahk Gauntlet should be cleared before you take on the Pairbond Constructs. No special tricks here, it should be fairly easy. They're weak to fire as always. Drakons and Charm spells can help. Once they're all dead, flee the area to heal yourself and prepare for the Pairbond Constructs.

 

The Pairbond Constructs are extremely dangerous. When going through the hall that leads to their room, you will notice that at one point, the walls of the hall are no longer dark green brick walls, but rather bright green cave walls. Once you cross this line, the Pairbond Constructs will notice you and start hunting you down.

Back to the Constructs themselves. There are two of them. Each turn, they will launch one of two possible special spells (in addition to their normal attacks). They will also never use the same special spell twice in a row, so their pattern is extremely predictable.

 

The Pairbond Construct on the left platform, which I will call "Pairbond Construct A", is one of the deadliest foes in the whole game in terms of sheer attack power. It has a Curtain of Fire spell that can deal well over 1200 damage on Torment, as well as an Aura of Terror spell. This is also the construct that will drop the Puresteel Soulblade.

 

The Pairbond Construct on the right platform, which I will call (guess what) "Pairbond Construct B", has an Acid Spray spell that does acid damage and inflicts acid status to everyone nearby. It it an extremely powerful spell (albeit slightly less powerful than Pairbond Construct A's Curtain of Fire spell). This construct also has a slowing spell that slows everyone nearby. If you hasted yourself a lot before the battle started, this shouldn't be too much of a problem.

The two Pairbond Constructs have a ranged attack that will remind you of the Searing Orbs and Diamond Spray spells from previous Geneforge games, and they also have a melee attack which deals heavy magical damage. Oh, and it stuns you too.

Thuryl recommends using Strong Daze. However, unless you're a mental heavy character (like Thuryl's sorceress), it is not a viable strategy, as the Strong Daze spells will fail very often.

 

I am going to explain the strategy I always use to defeat them. It is the most efficient one I've found so far, it's not extraordinarily difficult to pull off, and it should work with any character class.

This strategy involves defeating Pairbond Construct A, then most likely fleeing the area and coming back to defeat Pairbond Construct B.

 

You will need to split your party into two groups. Group B will be made solely of one or more Rotghroths/Rotdhizons (but preferably Rotdhizons) and will be tasked with distracting Pairbond Construct B as long as possible. Group A will have your main character and most of your creations. It will be tasked with defeating Pairbond Construct A. When Pairbond Construct A falls, Group A can either attempt to defeat Pairbond Construct B (not recommended unless you're feeling brave) or flee the area. In the latter case, the creations in Group A will become expendable and protect the main character at any cost as he or she attempts to retreat to the Okavano Barrier. If Group B is destroyed while Group A is nowhere close to the Spawning Platforms hall (and it will most likely happen), one or more of the creations in Group A will sacrifice themselves to slow down Pairbond Construct B (it WILL come after you) while the main character retreats.

 

Cast the blessings before going through the Charged Drakon's laboratory. Everyone should be heavily blessed, hasted and shielded. Elemental Aura is a good idea too. Group A should have Essence Blade (with the possible exception of the main character : if you're a "frail" class like the Lifecrafter, you're better off with something like Essence Infusion). You might find it useful to cast "defensive" Essence blessings on the creation(s) in Group B to help it/them survive longer.

 

Ready? So let's do this. First, bear in mind that Group B does not need to have many creations. Depending on Group A's power, one Rotdhizon may be enough. Second, Group A will need to do heavy damage very quickly. Gazers would do nicely, but you will need to take care to avoid the Curtain of Fire spell as much as possible. Drakons and Ur-Drakons would be very useful, since not only will they do a lot of damage, they can also take a few hits from the Curtain of Fire spell and still stay alive (of course, healing them as much as you can is still a good idea).

Party placement is important. When you reach the hall that leads to the constructs, have Group B move as close as possible to the "dividing line" I mentioned earlier. Make them stay near the eastern wall, too. Put Group A near the lever. Then make sure the Stinging Clawbug and the Gazer are temporarily taken care of. The Stinging Clawbug should be charmed, and if possible, tricked into attacking the Gazer. If the Stinging Clawbug runs away after being charmed, cast Essence Shackles on the Gazer. If you are playing as a physically frail character class and failed to have the Stinging Clawbug attack the Gazer, have one of the creations in Group A attack the Gazer once just so it won't attack your main chracter.

 

Now that you're ready, it's time to start the attack. Have Group B move east/northeast of Pairbond Construct B. Group B must be within the attack range of Pairbond Construct B, but out of the attack range of Pairbond Construct A. This is very important. Have Group A do nothing for now (just heal if you took a hit from the Gazer). If you did things right, this is what will happen :

 

Pairbond Construct B will cast Acid Spray. Fortunately, only Group B will be within range. And because Rotghroths and Rotdhizons are nearly immune to acid, Group B will take very little damage. Pairbond Construct B will then attack Group B with one of its regular attacks.

Pairbond Construct A will cast Curtain of Flame. Because Group A is near the lever, it will be well out of the spell's range. Group B should not get hit by this attack either (if it did, it was too close to the constructs). Pairbond Construct A will then move towards Group A (and possibly attack it).

 

Have every creation in Group A attack Pairbond Construct A from a distance. Your main character must cast Wrack on the construct. Again, if you are playing a frail class, you might have gotten badly hit by a Searing Orbs spell. If so, drink from a healing item before casting Wrack. If you are wearing two or more AP-boosting items, you can use a healing spell instead of a healing item. If you did not get hit and still have AP left after casting Wrack, you might want to just wait. Attacking Pairbond Construct A yourself is quite risky. If you get its attention, it might hit you with a stunning attack next round. Still, if you have a very tough main character, it's your choice.

Have Group B do whatever it takes to survive as long as possible. The most efficient way to do this seems to be to repeatedly run away from Pairbond Construct B, while keeping it reasonably far from Group A. Right now, run towards, say, the power spiral or the rubble east of the power spiral.

 

Pairbond Construct A will then cast Aura of Terror and attack Group A normally. Not too many of your creations should be affected (hopefully none). What you do now depends on your character class and your creations. If you're using Drakons (or Ur-Drakons), you can keep attacking the construct. Be warned, you will get hit by a Curtain of Flame next turn, but your Drakons should be able to survive. Again, if you have a very tough main character, you can stay to heal your creations and even attack Pairbond Construct A yourself. If your creations can handle being hit by Curtain of Flame but not you, have the creations attack Pairbond Construct A while your main character runs away. Then you can simply come back next round : Aura of Terror cannot affect your main character. If you do not want your creations to get hit by Curtain of Flame (or if a creation "fled in terror" to the south), have everyone run away. Then start attacking again. Cure any creation with the Fear status.

Pairbond Construct B will cast Slowing Aura (not that it matters) and attack Group B. Group B must, as always, try to survive by running away.

 

And that's pretty much it. Keep using these tactics, and Pairbond Construct A should fall reasonably quickly. If the charmed Stinging Clawbug and the Gazer are doing battle nearby, don't forget that you can keep the Stinging Clawbug charmed longer by casting Charm on it while it is already charmed. If you choose to try to withstand the Curtain of Flame attacks instead of running away from them, you can cast Essence Shackles on Pairbond Construct A. It will make its next moves less predictable, but it will also make it act less often, which can be helpful.

 

When Group A wins, you should probably try to get out of here as fast as you can, as I said above. Pairbond Construct B will go after Group A once Group B is destroyed, and it's best to leave the area unless Group A is extremely strong.

 

When you've restored your character to full health and essence, come back to the Disposal Vault. Make as many Rotdhizons as reasonably possible (leave a bit of essence for blessing spells). Cast Essence Blade, Haste, War Blessing, and Shielding as usual. Cast Elemental Aura as well. When you're ready, step through the door at the end of the Spawning Platforms hall. Have your Rotdhizons move in the corner east/northeast of the entrance to the Charged Drakon's laboratory (the corner *outside* the lab, obviously). If you are playing a physically strong class, you can move your character near them. If not, stay a safe distance away from them. Don't go *too* far away from your Rotdhizons, though. You must still be within healing range. Now wait for Pairbond Construct B to come (that's right, it's still after you). You can even wait in town mode rather than in combat mode. Once it shows up, just have your Rotdhizons pummel it to death, healing as needed. Yet again, if your main character can't withstand the Acid Spray attack, heal only when Pairbond Construct B is about to cast Aura of Terror. Stay away when it is about to cast Acid Spray.

 

When it dies, you can finally go to the power spiral without being threatened. Well, the Charged Drakon's creations will still attack you, but you know how to keep them busy by now. You need 10 Mechanics to safely shut down the spiral, but with all the items that boost the Mechanics skill, that shouldn't be a problem. Even if you've been heavily neglecting Mechnanics, you should still be able to make it blow up. Your main character should run away if you're told that the spiral is going to explode, but one creation will need to stay near it (the power spiral will only explode if one of your party members is close enough to it - stupid but true).

 

Once the power spiral is disabled, go back to town if you feel like it, then take on the Charged Drakon. The Stinging Clawbug (and, if possible, the Gazer) should be charmed as always. Have at least one tough party member attack the Charged Drakon in melee so that it won't use its ranged attack. Aside from that, use anything you want except fire attacks. It shouldn't be a difficult battle. Once it falls, kill the remaining enemies, then go back to town to rest.

 

 

Flailing Mass

 

After all you've been through, this is a piece of cake. Start by unlocking and pulling the lever in the room. Attack the Flailing Mass with your favorite attacks and creations and charm as many enemy creations as you can. When you're told that the Flailing Mass is almost fully charged, have everyone who can't withstand the incoming fire attack (it seems to be a slightly more powerful version of Pairbond Construct A's Curtain of Fire) move through the west door (hide behind the wall). Once it has used its ultra-powerful fire attack, move back into the room and attack it again. Repeat the process until it dies.

 

 

SAMMANN'S ISLE

 

Augmented Cryodrayks

 

As you step out of the door, you will be in an area with some Augmented Cryodrayks. Once you attack one, chances are they will all come after you. Not much to say here, just kill them all. Charming a few of them will help. I found War Tralls and Gazers to be fairly useful here.

 

 

Drayk Crya

 

The leader of the Cryodrayks has an ice aura attack that hits everyone, but this is still a pretty easy fight. You shouldn't have any problems here.

 

 

Now that the Cryodrayks are taken care of, there are several paths that lead to the Spectral Gazer and the Wormhost Rotghroth. Unfortunately, they're all mined except for one, and taking the only path that isn't mined will cause Sammann to send waves of very powerful creations to fight you. Trying to fight the other bosses while Sammann's creations are trying to kill you really isn't that good an idea, so I hope you can handle the mines. You need 15 Mechanics to be able to disarm them.

 

 

Thuggish Tralls

 

These things hit very hard and stun you to boot. Try to charm some of them. Making Gazers is probably not a good idea, they'll get killed very quickly. You're better off with War Tralls or Ur-Drakons.

 

 

Wormhost Rotghroth

 

This is a very powerful Rotdhizon that will make worms to support it as you damage it. Plated Burrowers are resistant to physical attacks, while Moist Burrowers are resistant to spells. In addition to this, there are three alcoves in the Wormhost Rotghroth's lair. The western one has Shock Tralls, while the eastern ones have Eyebeasts and Burning Kyshakks. When the Wormhost Rotghroth gets below 75%, 50%, and 25% health it will call allies from the alcoves. These enemies will always head straight for your main character (until you distract them with a creation), which can be very annoying. I personally like to get rid of the enemies in the alcoves before taking on the boss. To do this, do whatever is needed to distract the Wormhost Rotghroth (slow it, use a strong creation or two as cannon fodder...), pick an alcove, and kill everything inside it. You will need to make several attack runs (in fact, even a single alcove may take more than one attack run), but it's worth it. Once the enemies in the alcoves are dead, attack the Wormhost Rotghroth. Because it hits very hard, you should make creations that can resist physical damage, otherwise they won't last long. Charm the worms it summons and it should fall surprisingly quickly. When it dies, four Oozing Crawlers will appear. Kill'em all, as well as any remaining worms.

 

 

Searing Kyshakks

 

These Kyshakks should be taken out before you attack the Spectral Gazer. Unfortunately, attacking the Kyshakks without getting the Spectral Gazer's attention will require you to get dangerously close to Sammann's dome. This means that Sammann will make creations to hunt you, but it can't be avoided. Charm as many of these creations as you can. The Kyshakks themselves aren't too tough if you bring creations that can resist magic damage. Charming some of them can help, as always. Again, War Tralls and Ur-Drakons are pretty effective.

 

 

Spectral Gazer

 

Like the Pairbond Constructs, it uses special spells and like the Pairbond Constructs, its moves are very predictable. It has four special spells, which it will use in that order :

 

Static Aura : Weakens, Slows, and Curses everyone nearby. May also randomly disable your Essence blessings.

Acid Spray : Like Pairbond Construct B's; does heavy acid damage and inflicts acid status on everyone nearby.

Aura of Terror : Like Pairbond Construct A's; attempts to inflict fear status on your nearby creations.

Energy Cloud : Heavy magical damage to everyone nearby.

 

It will also use Aura of Flames and Charm against you.

 

So, basically, you have to attack, move any party member that can't handle the incoming elemental attack away from the Spectral Gazer, attack again, and so on. Wrack is very useful, but then, Wrack is always very useful. The Spectral Gazer, like all eyebeasts, is very weak to physical damage. Using Rotdhizons isn't a bad idea, since they will not need to avoid the acid attack. They will, however, get hurt by the Spectral Gazer's permanent Spineshield Aura, so be sure to heal them now and then. War Tralls are a good idea too, but they will need to most if not all of the elemental attacks (while they can survive one elemntal attack, they will still take a lot of damage). Shock Tralls can be great, but be sure to make them avoid every single elemental attack. Also watch out for any Charm spells, your Shock Tralls can kill one another very quickly.

 

 

Sammann

 

Sammann has six special spells :

 

Make New Creation : Sammann tells his machinery to make a new creation, and guess what, it does. Sammann's creations are quite powerful, especially the Shock Trall. As always, charm as many of them as you can. Even a character who's not mental-heavy should be able to charm the cryodrayk with relative ease.

Powerful Curse : Weakens, Slows, and Curses the target.

Decaying Beam : Heavy acid damage on one target.

Lance of Fire : Heavy fire damage on one target.

Sun Heal : Allows Sammann to regenerate health outside his dome.

Pylon Heal : Allows Sammann to regenerate health inside his dome.

 

Whether Sammann uses Sun Heal or Pylon Heal depends on how much he's been damaged. Sammann changes healing modes every time you're told that his skin color changes.

 

Sammann also uses a rather powerful Searing Orbs spell.

 

First, you should lure Sammann outside his dome so that you won't take hits from his pylons (which are indestructible right now). The best way is to do this is to have a magic-resistant creation rush in and attack Sammann. Have it withdraw from the dome the next turn, and Sammann should follow it (assuming he isn't already busy trying to attack your main character). From there, you must :

 

1) Charm (or try to charm) any creations that attack you;

2) Cast Essence Shackles on Sammann;

3) Cast Wrack on Sammann;

4) Attack him with everything you've got;

5) Use as many healing spells and healing items (including restoration spores) as needed.

 

As Thuryl previously said, using AP-boosting equipment isn't a bad idea. Essence Blade is a must, but I shouldn't need to tell you that.

 

Sammann really needs to be killed as quickly as possible. He's a mage, and therefore, he's very weak to physical damage. War Tralls are especially useful here (unlike Rotdhizons, they can attack from afar, so if Sammann runs inside his dome at one point, they will bne able to attack him without gettting within pylon range). Shock Tralls can do a *lot* of damage to Sammann, but don't expect them to last long when they're attacked. When Sammann dies, his pylons will take a huge amount of physical damage every round until they're destroyed.

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  • 2 months later...

There's an easier way to handle the pairbond constructs. With 5 regular tralls. The acid one is susceptible to charm. So:

 

 

Enter combat mode.

Retreat.

Let them blow their load.

Hit the fire one with all attacks.

Charm the acid one.

Wrack the fire one.

Keep hitting the fire one.

If after the second round you have not killed the fire one... retreat till they blow their loads again.

Rinse and repeat.

When it is dead, heal creations and attacked the remaining charmed one.

 

5 level 50 war tralls with no essence blade took down the fire one in 2.5 rounds. They can then survive one acid blast aided by mass restores.

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It was on torment.

 

A better strategy to kill the wormhost rotgroth would be to create a thahd and lure the rotgroth all the way to the top of the map. Dispatch the minions, then take it out. It stays up there if you don't bother it when the thahd dies.

 

You can lure him by going almost to the end of path marked in the snow, then immediately reversing direction. May take a few tries. Had to connect a mouse cus the trackpad was too hard for me.

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That strategy should work on Torment if you have lots of mental magic and your War Tralls are tough enough. The "level 50" part is important here: War Tralls freshly made with the bare minimum of Battle Shaping will probably not survive the constructs' attacks, since they do upwards of 800 damage.

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Surviving the attacks is irrelevant. Since you do not have to take the attacks. As The Lurker said. You can avoid them with the proper timing. On average, they go off every 3 rounds. And as the construct is charmed... you don't have to take the attacks when they are fighting eachother. Afterwards... One of the biggest weaknesses of turn based rpgs is that you can use the turns to your advantage. For example: 5 tralls hit the construct. Shaper charms the construct. Attack never goes off since when it is charmed, it sees no enemies, due to it being the last left. And so on. There are many inconsistencies you can use to your advantage in this game.

 

 

My character has 10 in mental magic and 12 in spellcraft. Only 3 or so in each were purchased with skill points. The rest comes from artifacts, charms, and skill trainers. Not a very high level in mental magic. Yes having a level 50 war trall is important. Im sure you can use something else though.

 

On the other hand... I've found that you can pretty much kill anything with either rotdizhons or war tralls if you have wrack, buffs and charm/mass madness. So raising battle shaping to a pretty high level seemed logical to me. If I can ever get those last 15 levels... ill max out battle shaping.

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Charged creations like Shock Tralls lose a percentage of their HP every two rounds in combat, or every second outside of combat. Regen aura will heal them fast enough to keep them at about 600 HP in combat and 300 HP out of combat, so staying in combat mode does help. Apart from that, there's not much you can do: they're disposable by design, so sometimes it's best to just use them for one fight, let them die, leave the area to recharge essence and come back with more.

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I don't really know how Shock Tralls stack up against Gazers and Drakons, but they're dirt cheap for a Tier 5+ creation, and they can do a lot of damage. They hit hard, and get 12 AP, so their total damage output is usually somewhere in the ballpark of 3-400 per round each, on Torment. Six or seven times that wears down anything pretty fast. I found they could roll over the game quite well.

 

I only ever really noticed their stunning effect a few times on Torment. Everything seems to resist stun well. Everyone except for Alwan, actually. But their sheer hitting power per point of essence cost is pretty nice, though you might want to swap them out for some Firebolts against magic-weak targets that resist physical well.

 

They are pretty fragile, so you need to keep healing them on top of regen aura, and stay in combat mode at all times. Against high magic damage enemies it's worth dropping the regen aura for a while in favor of elemental. They also tend to panic and run off when they get hurt, even at high level. Since they run back and forth randomly under panic, and have 12 AP, you can often bring them back into the fight in one round if you go and Banish Affliction. But if they're really wounded and have run far, you may as well just absorb them on the spot.

 

For big fights, chaotic spores will boost a bunch of STs nicely. The ones that get Essence Blade hit really hard, and the ones that get Essence Armor become significantly tougher.

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Shock Tralls stack up really well against freshly made Gazers and Drakons, as well as War Tralls, of course. Their downfall is that you can't (remotely reasonably) level them up; if you get War Tralls or Wingbolts early they can advance quite a bit by the end of the game, but Shock Tralls don't get that benefit.

 

However, since you can't afford to make 7 Tralls or whatever when you first get access to them, you won't have 7 that are really at such a high level. I think there is a good case to be made for using 2 or 3 fresh Shock Tralls in difficult battles.

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Hm. I've tried to do the same things with 5 shock tralls and regen aura or 7 war tralls and battle aura. Both had speed, protection and war blessing. Things attempted:

Pillaging haria-kel, whitespire, and the trakovite haven.

 

Seemed to be much easier with regular war tralls.

1. they do almost as much damage as the shock tralls per hit. 190 vs 225 effective damage each on the same enemies. battle aura is responsible for this. I'm sure if I used that aura with the shock tralls, they would do even more damage, but die even faster.

2. they get a second attack about 50% of the time. vs shock tralls 100% of the time, but the extra numbers make up for this some.

3. no maintenance healing.

4. 1250 hp not 850. So if 3-4 enemies gang up on one for a round, it won't die as fast.

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No. freshly made. war tralls are level 56. Shock tralls are level 57. No essence blade on the creations.

 

Random side note: Essence blade seems to raise the % to hit of mass madness and charm.

 

Using charm on the unbound there: 58% chance to resist without EB. 30% chance with EB. Pretty amazing to have 75% of those units tearing up a smaller amount.

 

Assaulting the Okavano barrier might actually be the most fun battle in the game because of it.

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Originally Posted By: Shaper Spddin
as unstable creations gain in level do they decay faster. Because if they dont then the effect of the heal spell will not be decreased with level of the troll.


Gaining in level means gaining in HP, and that means losing more HP due to being unstable.
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