Could anyone give me a few pointers on how to defeat the Wise Wind? Im a lvl 10 wizard, with Deek as my henchman and a little dragon as familiar. Ive recruited the other two npcs as well for this bit.
Everytime I get the wind to "badly wounded", it teleports away, and fully heals again. Very frustrating.
Wise wind
Wise wind
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- Fiberfar
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You don't happen do hav a couple of Isac's Greater Missilestorm?
That would make the Wind pretty dead.
That would make the Wind pretty dead.
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift [/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
- Zel Greywords
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Just looked at the specs... the Wise Wind can teleport at the end of every combat round, and he can do this as often as he wants to (no spell ability but a script).The probability for it is 50:50, unaffected by its current damage, meaning the wind won't deliberately teleport away even when near death - it's pure luck.
It has only 130 hitpoints, but the actual problem lies somewhere else... namely that it is unusually well-equipped with healing spells:
- 4 'minor' healings
- 2 'serious' healings
- 1 'critical' healing
- 2 'full' healings
Now, while it's reasonable to just ignore the 'minor' spells, the rest of them still is annyoing. Yet, note that this is the worst-case scenario, i.e. know that the NWN critters do not always heal themselves even if they can.
Now, while I see a few elemental resistances, they aren't much of a problem - meaning if a spellcaster justs hits it hard enough and fast enough, it will crumble. Judging from what I see, a GreaterMissileStorm (especially maximized) sounds like a sure-hit-kill...
-Zel
It has only 130 hitpoints, but the actual problem lies somewhere else... namely that it is unusually well-equipped with healing spells:
- 4 'minor' healings
- 2 'serious' healings
- 1 'critical' healing
- 2 'full' healings
Now, while it's reasonable to just ignore the 'minor' spells, the rest of them still is annyoing. Yet, note that this is the worst-case scenario, i.e. know that the NWN critters do not always heal themselves even if they can.
Now, while I see a few elemental resistances, they aren't much of a problem - meaning if a spellcaster justs hits it hard enough and fast enough, it will crumble. Judging from what I see, a GreaterMissileStorm (especially maximized) sounds like a sure-hit-kill...
-Zel
Uhm, yeah... A few misslestorms would probably do it in, but there's the minor detail that i'm only lvl10 (or was that 11? no matter). Ive only got 1 spell in that level, let alone that I can maximise the spell...
I think I'll just have to try and throw some other magics at it... Thanks anyway!
I think I'll just have to try and throw some other magics at it... Thanks anyway!
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- The Great Hairy
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Greater Missile Storm, Lesser Missile Storm, Magic Missile. Melf's Acid Arrow also works, as it is damage over a series of turns.
The best way to handle it (IMO) is make sure you have a screen of summons to distract the wind and then hit it with direct damage spells. You can also knock the difficulty level down a notch and hit it with area effect spells if you get really stuck.
Cheers,
TGHO
The best way to handle it (IMO) is make sure you have a screen of summons to distract the wind and then hit it with direct damage spells. You can also knock the difficulty level down a notch and hit it with area effect spells if you get really stuck.
Cheers,
TGHO
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