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Its because of that frankly I think this encounter causes a lot more grief than it should. It was not well thought out.
Fire breath potions work though. Casting Slow also can make the encounter a lot easier.
This thing was regaining at LEAST 10 hit points per second, probably more. I saw it go from badly injured to undamaged in just a few seconds of my people rolling back to back low numbers.
He has 66 total hitpoints. However he regenerates at a rate of 5hp per second. So in one round he heals almost 50% of his health. That is why it he is going from badly injured to undamaged. All it takes is for your characters to miss in one round of attacks and he will heal a big chunk of health.
There are greater wolfweres in Baldur's Gate 2. They are much easier to hit than the one on the Werewolf Island. I believe any +3 weapon or better will hit them.
There's another of those swords in the box behind him. During the battle, have your thief sneak around and bust it out.
The rules aren't suddenly repealed. There is no mechanism in the game that makes something a boss fight or not. Its just fighting a creature file, just happens to be a particularly powerful one in this case. I believe due to his dexterity bonus he's got an effective AC of -2.
The BG2 Greater Wolfwere's are slightly easier to hit (they have an effective AC of 0) and you only need to have +1 weapons to hit them (there is no other weapon requirement). However, they also have 50% magic resistance (the one you encounter on the ship doesn't have any). So there is a tradeoff.
Like I said, the laws of chance are repealed for these fights. It's as though these lousy rolls are scripted into the game, to make the creature appear that much more formidable, maybe.
(This one just covers what happens if he is in panic)
IF
StateCheck(Myself,STATE_PANIC)
THEN
RESPONSE #100
RandomWalkContinuous()
END
(this covers what he does if he hears something near him. Its not applicable here).
IF
Heard([ANYONE],111)
THEN
RESPONSE #100
MoveToObject(NearestEnemyOf(Myself))
END
(this one isn't applicable since he starts out as an enemy of yours)
IF
AttackedBy([GOODCUTOFF],DEFAULT)
!Allegiance(Myself,ENEMY)
THEN
RESPONSE #100
Enemy()
END
(these last three just let him re-evaluate targets and move within range to his closest enemy)
IF
See(NearestEnemyOf(Myself))
InWeaponRange(LastSeenBy(Myself))
THEN
RESPONSE #100
AttackReevaluate(NearestEnemyOf(Myself),30)
END
IF
AttackedBy([ANYONE],DEFAULT)
InWeaponRange(LastAttackerOf(Myself))
THEN
RESPONSE #100
Attack(LastAttackerOf(Myself))
END
IF
See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
MoveToObject(LastSeenBy(Myself))
END
That is it. After that he is just a creature file with some items that give him regeneration and make him immune to most weapons.
The other thing is of course that the game uses fake animation attacks. You can turn them off in BG2EE and IWDEE, but I believe that feature hasn't yet made it to BGEE. Basically you'll swing but a hit won't register. It won't actually say the word "miss" in the UI either. It just visually makes it look like you are missing. The consequence of this feature (its been present since way back in BG1) is that you may end up looking like you are swinging 3-4 times in a 6 second period but only two of those (if you have 2APR) actually count for anything.
You get a pretty nice +1 Bastard Sword that deals +2 or +3 to lycanthropes. You get it before the actual boss and then you have the silver dagger too and I think you can get silver arrows... not too sure on that however.
It was pretty obvious I though when I did it...
This happens in virtually EVERY boss fight. It cannot be happening by chance, because it happens far too often to be explained as coincidence. The parameters used to determine the "random" dice rolls may, in fact, not lead to random numbers at all. They almost certainly don't. I have rolled so called, random numbers, on many computer programs, and have discovered that the generator will roll the exact same "random number" time after time.
Something like that is going on here. I have checked the attack rolls on chance encounters and on major encounters. There is a different set of numbers generated for each type of encounter. Normal attack rolls occur for normal fights, abnormally low numbers occur for major encounters.
Typically, I will have these spells cast:
Jaheira
- Bless
- Barkskin (on the main tank, usually CHARNAME or Khalid)
- Defensive Harmony
- Strength of One (on herself)
Dynaheir
- Glitterdust
- Slow
- Haste
- Magic Missile and other direct damage spells, no AoE; Flame Arrow, Melf's Acid Arrow, etc.
Khalid, Minsc, and CHARNAME
- drink potions of giant strength and Potions of Defense on all but the person who got Barkskin.
Usually works, but sometimes you get really bad rolls and a person goes down before all the spells get thrown out.