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Greater Wolfwere

Discussion in 'BG2: Shadows of Amn (Classic)' started by Abednigo, Jul 29, 2001.

  1. Extremist Gems: 31/31
    Latest gem: Rogue Stone


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    [​IMG] I've really had enough of this thread...

    And this is my last post here. And it is contributed to Mr. Serious.

    Pal, I used Minsc with the exact same weapons and boots of speed just to test it - the best he did to the creature was around 30 damage. So I ask you - what is your THAC0?
    I know that Greater Wolfwere is 66 hit points (one more 6 and there it is) - and he's ait is AC-2.
    Finally, didn't you read what I typed above?
    The only two places in SoA with Greater Wolfweres of this kind are Firkraag Dungeon (max. 3 of them) and Plannar Prison (only 1).
    Where did you find the 8 of them beats me.

    And for god's sake, you can easily prove your sayings:
    1. Create it from console in any area with:
    CLUAConsole:CreateCreature("WOLFGR01")
    2. Kill it, open dialogue window, take a scrshot and mail it to me. Also, do please take a screenshot of your hero's stats from records page.

    Last - I'm in fact aware that one Greater Werefolf CAN be killed by certain solo classes. But three of them at the same time... NO WAY!
     
  2. MrSerious Gems: 2/31
    Latest gem: Fire Agate


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    never fought 8 of them...I've fought the same one with different chars 7 or 8 times. I must not have been using english when I made my last post :b. Why should it matter what my character's stats are? (I was never bragging about my ability to kill a greater wolfwere, i was just trying to illustrate my belief that this was a bug) The only important variable is the amount of damage dealt, and the amount of hp regenerated, and until we know how much the greater wolfWERE regenerates per round, the equation can't be completed. And therefore, we can't know whether or not this was a bug.

    In any case, I won't argue with you anymore...this is taking on the tone of a religious discussion. :)
     
  3. Thorr Gems: 5/31
    Latest gem: Andar


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    As I said in a previous post, I was in Firkraag dungeon, and I fight with 3 Greater Wolfweres.
    I was invisible, I went close and cast Limited Wish/I wish all enemy die and the Wail of the Banshee killed one of them. Near the second, I cast a Skull Trap (magnificent spell, I'm scared what could do a Sorcerer with it), full damage 26+37, a hit with C'Furry with 4 damage and GW dead.
    On third, Skull Trap, 35 damage (he saves) and a critical hit with C'Furry 30 damage and he died. I suppose he took some damage from a previous spell (35+30=65).
    I take a screenshot from the final scene, who is interested could e-mail me.
    So, I don't see where is the problem for a mage, pure or dual/multiclass to get them down. I didn't even used nor Desintegrate, Flesh to Stone or Finger of Death. I was ready with a polymorph to Mind Flayer (Limited Wish/I want to be anything I want or something), but all this preparations were useless.
     
  4. Maertyn

    Maertyn There's nothing I cannot embrace! Veteran

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    [​IMG] I guess some are still having problems with this "&%"&ยง wolfwere in Firkraag's. So here's my solution after about 10 different tactics: I threw 6 skull traps in, slept, threw another 6 in (so 12 were floating in the air - sound got laggy). Saved. Magaed to get the Greate to come down for a visit - right into the skull traps. Only 5 got off, he didn't die, uninjured in the next round. Sigh. Reload (I was so pissed off, this was my last option before using a plain cheat or just sneaking by that beast). Again had him come down - this time 7 skullies got him and he dropped dead. Save - save again (one never knows...). Protection from Magical Energy and walk right through the remaining skulls.

    Hope this helps other frustrated players like me!

    EDIT: Why didn't all traps go off at once btw? I've experienced this on other occasions, too: only about 3-5 go off at once, 1-3 still stay floating!

    [This message has been edited by Maertyn (edited September 13, 2001).]
     
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