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Old 09-08-2002, 10:28 PM   #1
bghicsurf
Elite Waterdeep Guard
 

Join Date: May 2, 2002
Location: home
Posts: 19
im in ferkreag's dungeon or whatever that is and there are the guys that pretend to be human but are really werewolfs and they try to ambush you. ok well they are all easy except one the "great wolfwere" he whoops my ass and i cant kill him. it will say barely injured and then goes back to injured. help me please i cant figure it out. thanks.
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Old 09-08-2002, 10:36 PM   #2
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 47
Posts: 6,901
This is a common bug--Greater Wolfweres are supposed to Regenerate their hitpoints, but not THAT fast. Either whomp on him with all your party members at once, Slow him, or hit him with an instant-death spell (like Finger of Death, or Flesh to Stone, or something).
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Old 09-09-2002, 01:07 AM   #3
Jon Irenicus
Elminster
 

Join Date: July 24, 2002
Location: New Zealand
Age: 37
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Try the Quivering Palms, that usually works on them.
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Old 09-09-2002, 03:09 AM   #4
LennonCook
Jack Burton
 

Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
Quote:
Originally posted by SixOfSpades:
This is a common bug--Greater Wolfweres are supposed to Regenerate their hitpoints, but not THAT fast. Either whomp on him with all your party members at once, Slow him, or hit him with an instant-death spell (like Finger of Death, or Flesh to Stone, or something).
I thought they were supposed to regenerate 60 HP/round ?? That seems about the speed they regen at :|
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Old 09-09-2002, 04:47 AM   #5
Legolas The Magnificent
Zhentarim Guard
 

Join Date: July 16, 2002
Location: Bangkok, Thailand
Age: 46
Posts: 338
greater werewolves are toughter than their subordinates. they are almost immune to bladed weapons and regenerates really fast (its not a bug). the best to kill them i think is to use clubs and staffs (i usually use the flail of ages).
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Old 09-09-2002, 02:38 PM   #6
Timber Loftis
40th Level Warrior
 

Join Date: July 11, 2002
Location: Chicago, IL
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2nd Edition Rules (note Greater Wolfweres originated in Ravenloft modules) state that the Greater Wolfwere is the beneficiary of a *heal* ability at the end of each round. Now, I forget if heal works this way in BGII, but a D&D heal spell heals all damage to within 1d4 of max. Thus, except for the 1d4 points that are not healed, a Greater Wolfwere heals ALL damage EVERY ROUND. Only magic weapons or (cold-wrought) iron can hurt them as well.

The key is DO ALL DAMAGE IN ONE ROUND. Multiple backstabs, spell sequencers, whatever. If you drag out the fight, you are back where you started at the beginning of every round.
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Old 09-09-2002, 03:10 PM   #7
Indemaijinj
Symbol of Cyric
 

Join Date: June 15, 2002
Location: Denmark
Age: 44
Posts: 1,163
This makes wolfweres a reall pain in the nether regions for soloists while they are a lark for a full party.
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Old 09-09-2002, 03:17 PM   #8
Rimjaw
Red Wizard of Thay
 

Join Date: May 24, 2002
Location: East Coast, Singapore
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You can lure them to a room and then close the door.
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Old 09-09-2002, 03:23 PM   #9
Timber Loftis
40th Level Warrior
 

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How do you get the XP if they're locked in another room?

I'm often reminded of an old DragonMirth comic that had a wooden crate box, over 8 feet tall, which contained, according to its label, a Minotaur. There was a hole in the side of the box which instructed: "Insert sword for 850 XP"
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Old 09-09-2002, 03:27 PM   #10
Rimjaw
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Quote:
Originally posted by Timber Loftis:
How do you get the XP if they're locked in another room?
You don't, thats one of the drawbacks.
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