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TotSC: Greater Wolfweres

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  • DragonspearDragonspear Member Posts: 1,838
    I seem to remember @Tanthalas saying that the Quarterstaff +3 did not work against them
  • CarstonCarston Member Posts: 36
    @ Mythdracon - locations for Arrows of Biting are not that hard to find when you keep your eyes sharp ;)

    Sirines in Lighthouse map, area where you can recruit Safana and in area north from there, drop allways Arrow of Biting. They are also sold in Sorcerous Sundries (spell shop in Gate), I don't remember Thalantyr in High Hedge selling them (I could be wrong as I don't remember well). There could be other locations aswell, but these are what I remember from top of my head.
  • TanthalasTanthalas Member Posts: 6,738
    Yep, +3 weapons don't work on Greater Wolfweres (or +4, +5, +X).

    Only weapon with the hidden "Cold iron" stat can hit them. Basically, any weapon that has +X to shapeshifters of werewolves.
  • AHFAHF Member Posts: 1,376
    Tanthalas said:

    Yep, +3 weapons don't work on Greater Wolfweres (or +4, +5, +X).

    Only weapon with the hidden "Cold iron" stat can hit them. Basically, any weapon that has +X to shapeshifters of werewolves.

    Is there any weapon usable by a cleric that affects them or are you reduced to going pure magic?
  • MythdraconMythdracon Member Posts: 187
    edited December 2012
    I pretty much went pure magic. No spells that my cleric cast did any substantial damage.

    Really sucks that +3 weapons don't work....you'd think they should have the wolfweres at least take minimal damage from them...sheesh. Complete immunity? Jesus.
  • DeviijaDeviija Member Posts: 37
    That fight is an incredible pain. The regen he has (and greater weres in general) is incredibly fast. Having everyone that can use a magic missile wand use them, while the frontliners use the dagger from the ship, really does help. Hold Monster. Wand of Paralyzation is amazing in BGI, as it is pretty much your 'oh crap' button that can stop nearly anything in its tracks.

    Another upcoming fight, with Aec'telec, can be handled really easily using the Wand of Paralyzation. The werewolf fight and that fight were the hardest in the entire game for me.
  • CamDawgCamDawg Member, Developer Posts: 3,439
    Only four weapons can hurt greater lycans in BG: Kondar, Werebane, Scorched Earth, and Balduran's Sword. Otherwise you'll need to lob a lot of spells at them.

    The insane regeneration was due to a bug in their item, which allowed it to stack repeatedly if you save/re-entered thier area repeatedly, which is fixed in BGEE.
  • oogleoogle Member Posts: 3
    I struggled with this for ages. I eventually won by holding the damn thing. Then barraging it with magic attacks. Every part member had a magic missile or frost wand. Just relentlessly hitting it with magic.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    CamDawg said:

    Only four weapons can hurt greater lycans in BG: Kondar, Werebane, Scorched Earth, and Balduran's Sword. Otherwise you'll need to lob a lot of spells at them.

    The insane regeneration was due to a bug in their item, which allowed it to stack repeatedly if you save/re-entered thier area repeatedly, which is fixed in BGEE.

    BTW I tried to provide a complete list of weapons in BGEE with the "cold iron" ability here (as well as some spells which have it, not sure if they work against Greater Werewolves as expected, though)

    http://forum.baldursgate.com/discussion/14394/complete-list-of-weapons-with-cold-iron-ability-vs-werewolves-spoilers#latest

    i.e.

    Flame Tongue - The Burning Earth Long Sword +1 / Special: +2 vs. regenerating creatures, +3 vs. cold-using creatures, +4 vs. undead
    SW1H24.ITM

    Sword of Balduran +4 vs. Lycanthropes
    Listed under comps18.ITM and SW1H18.ITM

    Kondar +1 Bastard Sword / +3 vs. Shape Shifters
    Listed under comps03.ITM and SW1H03.ITM

    Dagger Werebane +1
    DAGG09.ITM

    Is it worth giving a fighter-type character (e.g. Dorn) one pip in Bastard Swords just so he can use Kondar or the Sword of Balduran effectively against werewolves?

    BTW there's also the new Bastard Sword +1 Albruin, which has "Silver" as a property, but not "cold iron", apparently this means it can damage Greater Werewolves, but not Loup Garou (which I presume is what Karoug counts as?)
  • AHFAHF Member Posts: 1,376

    CamDawg said:


    Is it worth giving a fighter-type character (e.g. Dorn) one pip in Bastard Swords just so he can use Kondar or the Sword of Balduran effectively against werewolves?

    Not if you are playing with a party, IMO. This proficiency points are just too valuable.

    In my last run, I played with a party with Dorn (using the bastard sword with no pips), Jaheira (using the dagger with no pips), Rasaad (using the sword of balduran with no pips), and then spell casters firing damage spells and took him down with no problem. If you are having problems, then use the wand of paralyzation and then plan your barrage for maximum impact over 1 round.

    If you are using a small party or soloing, then this is worth thinking about.

  • DeucetipherDeucetipher Member Posts: 521
    @oxford_guy

    warrior classes have only a small (-2) to hit penalty for using weapons they are non-proficient with, so I wouldn't worry, especially since most of them have such high to-hit bonuses vs shapeshifters/lycanthropes.

    Karoug is not Loup Garou, only the headlady and the guy back in the cottage in Ulgoth's Beard are, and they're not nearly as dangerous as karoug anyway.
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  • Oxford_GuyOxford_Guy Member Posts: 3,729
    AHF said:

    CamDawg said:


    Is it worth giving a fighter-type character (e.g. Dorn) one pip in Bastard Swords just so he can use Kondar or the Sword of Balduran effectively against werewolves?

    Not if you are playing with a party, IMO. This proficiency points are just too valuable.

    In my last run, I played with a party with Dorn (using the bastard sword with no pips), Jaheira (using the dagger with no pips), Rasaad (using the sword of balduran with no pips), and then spell casters firing damage spells and took him down with no problem. If you are having problems, then use the wand of paralyzation and then plan your barrage for maximum impact over 1 round.

    If you are using a small party or soloing, then this is worth thinking about.

    I have a full party, and CHARNAME (elf fighter/mage) has 2 pips in longswords, so if I can get Flame Tongue - The Burning Earth, before the werewolves (which I think means doing Durlag's Tower before then...), then that one is covered at least. Imoen has one pip in daggers (Level 8). I've given Dorn one pip in crossbows, but am not sure whether to give him a second pip in them, or to give him a pip in Bastard Swords...

  • AHFAHF Member Posts: 1,376
    I would personally do the second pip in crossbow and then hit the Greater Werewolf with spells for the rest of the damage.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    AHF said:

    I would personally do the second pip in crossbow and then hit the Greater Werewolf with spells for the rest of the damage.

    I think I might wait to see if the new APR limit for ranged weapons is a bug or intended, otherwise there's less (though still some) incentive for putting 2 pips into it

  • MathmickMathmick Member Posts: 326
    Not worth throwing the proficiency points away in my opinion. The easiest way to counteract any penalties is to give the items to fighters and use potions of giant strength. I believe there are a couple on the ship itself. Add a few buffs in (Haste, maybe Bless + Chant), and you shouldn't have problems focusing him down.
  • AHFAHF Member Posts: 1,376

    AHF said:

    I would personally do the second pip in crossbow and then hit the Greater Werewolf with spells for the rest of the damage.

    I think I might wait to see if the new APR limit for ranged weapons is a bug or intended, otherwise there's less (though still some) incentive for putting 2 pips into it

    Seems pretty clear it is a bug, but I get what you are saying. Even then, though, the damage bonus from specializing is worth more than a pip in a weapon you use in exactly one fight when that pip isn't essential.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    AHF said:

    AHF said:

    I would personally do the second pip in crossbow and then hit the Greater Werewolf with spells for the rest of the damage.

    I think I might wait to see if the new APR limit for ranged weapons is a bug or intended, otherwise there's less (though still some) incentive for putting 2 pips into it

    Seems pretty clear it is a bug, but I get what you are saying. Even then, though, the damage bonus from specializing is worth more than a pip in a weapon you use in exactly one fight when that pip isn't essential.
    It's now been confirmed as a bug

  • VittordeVittoVittordeVitto Member Posts: 225
    My Kargain, with -8 AC, tanked him (gulfed 7 healing potions) all the way, while everyone else killed all his minions.

    Then, my charname, with 1 point in bastard swrods, gulfed a 21 str potion and a heroism potion and started hacking him (with the necktale +2 damage too).

    My Edwin used magic missile all the way too.

    The rest of the party did not even atack, since they had nothing effective.

    It was a good fight.
  • MoradinMoradin Member Posts: 372
    edited January 2013
    I myself found that fight quite difficult, only because of the greater Wolfwere. All the others were very easy: I just dropped a charge of the wand of horror and they started fleeing like hell. Got them down one by one, then got the sword and dagger from the chest (was it a table?) in the other room, id'd them and gave the sword to my main, the dagger to Dorn. Edwin and Neera were casting magic missile all the time, Dorn was doing a decent damage. but the main with that sword... man, the fight was over in like 20 seconds. The only thing was, before the latest patch you had to identify objects for their properties to be accounted for. i.e., if you didn't id the objects, you wouldn't be able to use them effectively. I think I've read somewhere that this problem was addressed in the latest patch , but I wouldn't bet my house on it.
  • AHFAHF Member Posts: 1,376
    Moradin said:

    I myself found that fight quite difficult, only because of the greater Wolfwere. All the others were very easy: I just dropped a charge of the wand of horror and they started fleeing like hell. Got them down one by one, then got the sword and dagger from the chest (was it a table?) in the other room, id'd them and gave the sword to my main, the dagger to Dorn. Edwin and Neera were casting magic missile all the time, Dorn was doing a decent damage. but the main with that sword... man, the fight was over in like 20 seconds. The only thing was, before the latest patch you had to identify objects for their properties to be accounted for. i.e., if you didn't id the objects, you wouldn't be able to use them effectively. I think I've read somewhere that this problem was addressed in the latest patch , but I wouldn't bet my house on it.

    Just for reference for others doing this, the sword on the top floor is very helpful but the knife there is only the butterknife of balderan which is not effective. The dagger that is effective against GWWs is on a lower floor of the ship.
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