SAREVOK, BG1, Baldur's Gate 1


Sarevok BG1


Sarevok standing atop the Iron Throne tower

Sarevok is a Baldur's Gate enemy, prime antagonist and Baldur's Gate 1 boss in BioWare's cRPG of 1998, Baldur's Gate 1. Sarevok is a 15th level Fighter BG1 and Deathbringer Bhaalspawn notable for his lordly THAC0, AC, damage output and resistances. In the Temple of Bhaal, Sarevok is backed up two Mages loyal to his schemes (Angelo and Semaj), as well as his ogre enforcer, Tazok.


How to Beat Sarevok



Offensively, Sarevok has a THAC0 of -9 and inflicts an average of 21.5 slashing damage at a rate of 4 ApR (auto-Hasted), wielding a +5 two-handed sword as Grandmaster. Sarevok's sword is 2 points superior in enchantment to the best sword available to the player, World's Edge. Sarevok's sword would later become known as the Sword of Chaos in BG2, but much of its power was lost when Sarevok was slain by the player character.

Defensively, the helmed Sarevok has an AC of -5 and 135 HPs as well as 50% missile damage resistance and 90% resistance to fire, cold, electricity, acid, magic fire and magic cold. Sarevok has saving throws of 1-1-1-1-1, making him basically immune to spells and spell-like effects. Sarevok is also all but immune to morale-failure.

Pre-TotSC, Sarevok's elemental resistances were 100% and he also had a staggering 100% magic resistance as well as 10% resistance to all forms of physical damage.

Suffice it to say that pre-TotSC Sarevok was much harder to beat than TotSC Sarevok. On top of that, TotSC parties can achieve a higher level and have access to more and superior items than pre-TotSC ones.


In order to beat Sarevok, it is best to mob him with warriors sporting lordly ACs, THAC0, ApR and damage output. The collective ApR of such companions will make short work of Sarevok. If optimized for offense and defense, warriors can easily beat Sarevok in a one-on-one dual to the death.
 
A cheesy way to beat Sarevok is to simply summon a ton of monsters, animals and skeletons to mob him, as per this pic. Such minions can be buffed with Haste and divine spells before being sent into the fray to wreck house.

For a bit more subtlety, we can leave the party at the door and approach Sarevok as a Thief under the effects of stealth or Invisibility, disarming the traps on the floor along the way. This allows us to take on Semaj, and Semaj alone, when he teleports to the visible party with Dimension Door. The (Fighter) Thief can then attempt a monstrous backstab on Sarevok, though it is not possible to insta-kill Sarevok with an unlikely crit-backstab because he is helmed and thus does not incur double damage on crits.

Symbol of Bhaal Traps


In the temple, on the approach to Sarevok, there are nine resetting proximity traps on the floor with Trap Detection and Trap Removal Difficulty ratings ranging from 50 to 100. Most of these are set on the symbol of Bhaal in the center. Appropriately, the traps on the skull itself set off actual Skull Traps.


In addition, there are several undetectable and non-disarmable traps (invisible triggers) set just in front of Sarevok that fire AoE immobilizers from off-screen when crossed: Web and Stinking Cloud. On top of that, several invisible triggers on the perimeter of the temple, and one behind Sarevok, spawn Battle Horrors when crossed. And while they are non-trivial constructs that can hack us to bits, the Battle Horrors only spawn post-dialogue and only if they are in line-of-sight of the party.


Sarevok is backed up by Angelo, Semaj and Tazok. It isn't necessary to beat the back up crew in order to win the game because Baldur's Gate immediately ends with the death of Sarevok.


Upon entry to the Temple of Bhaal, Sarevok's support crew are hidden. However, in preparation for battle, Angelo casts Globe of Invulnerability and Semaj casts Protection From Normal Missiles. This can be viewed in the feedback window, revealing to the player that Sarevok is not alone.

When taking on the crew altogether, it is advisable to have fire resistance and free action status through, for example, the Ring of Fire Resistance and Ring of Free Action or Spider's Bane. Naturally, buffing with potions and warding with Protection From Magic scrolls (SCRL07) make the battle much easier as well.

Angelo


Angelo is a 12th level Fighter Mage who fires Arrows of Detonation from a Longbow +1. Note that DAs hit their mark regardless of THAC0 and can annihilate unprotected parties in an instant.

Wisely, Angelo has 90% resistance to fire and magic fire, and is warded by MGoI. Along with an AC of -1 and 75 HPs, Angelo has saves of 9-5-6-9-5.

Angelo's THAC0 is 3 when firing Arrows of Ice.

9,800 XP.

Semaj



Semaj is a 12th level Mage with access to a vast array of arcane spells that most notably include Web, Chaos and Cloudkill.

When battle gets underway, Semaj releases a Contingency (Greater Malison), releases a Tattoo of Power (Chaos and Cloudkill) and fires a Magic Staff that grants him Mirror Image, which can be dispelled. Semaj is known to refire these auto-castings over the course of the battle, making him a handful.

Semaj has an AC of 1 and 73 HPs as well as 80% resistance to fire and magic fire and impressive saves of 3-1-1-2-4.

3,000 XP.

Tazok


Tazok is Sarevok's ogre enforcer. Even if slain at the Bandit Camp, Tazok reappears alongside his boss for the finale. Tazok is an 11th level Fighter, has a THAC0 of 4 and inflicts an average of 17 slashing damage at a rate of 2 ApR, wielding a two-handed sword as Grandmaster. 

Tazok has an AC of 3, 125 HPs, excellent morale and saves of 1-1-1-1-1. He is unhelmed but wears Plate Mail Armor and the Gauntlets of Weapon Expertise. Tazok also has a Potion of Strength and an Oil of Speed quick-slotted.

4,000 XP.

***

Tamoko on Sarevok:



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