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05-24-2001, 10:20 PM
| | Exalted Member | | Join Date: Apr 2001 Location: PA
Posts: 83
| | Monster Hit Points and "Status" I choose Power Word Kill for my soloing sorcerer and was curious about using it at the right time. I just battled Firkragg and finished him off with a "Power Word: Kill" (which feels real good), but what about other creatures. Lichs, Greater Werewolves, Goloms, the average mage, Mind Flayers, Beholders, a Drow etc. etc. etc. I think Firkragg had around 190 hps, but that could be FAR off.
Also, what do the creature status words mean. Is "injured" at 50% health. "Near death" the final 10%? "Barely Injured" means just one points of damage (or more)? I'd hate to know their total HPs, then add up all the damage in the text window.
This all comes down to when I can/should cast my spell (needs to be below 60 HPs), but could also be useful when fighing them as well. If you know any, post away! Thanks.
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05-25-2001, 06:23 AM
| | Exalted Member | | Join Date: Apr 2001 Location: The shadows behind you
Posts: 168
| | I would also like to know this. So back to the top.
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05-25-2001, 08:22 AM
|  | Exalted Member | | Join Date: May 2001 Location: Australia
Posts: 4,508
| | Hmmm, I've wondered about the status thing too. I suppose the game would lose its realism appeal if you knew exactly how many hit points some one like Firkragg would have before you killed him. Considering that you are involved in a large battle, dodging missles and magic, you aren't exactly going to pay particular attention to enemys HP if half your party are slowly dying. The status works fine in BG2. You would have to view it from the PC perspective, in which you would be unsure of the enemy's capabilities and status is just to remind you of their condition during battle.
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05-25-2001, 08:27 AM
| | Exalted Member | | Join Date: Dec 2000
Posts: 1,597
| | There is no way in hell that a DM says how many HP have the enemy.
In this case the computer is the DM.
Firkragg have 184 hp, so you must have use it when he was below 60 hp that is required for that spell to work.
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05-25-2001, 10:30 PM
| | Exalted Member | | Join Date: Apr 2001 Location: PA
Posts: 83
| | I guess the DM wouldn't say how tough a creature is, but I'm thinking more of the game. I role-played, with a party, through the game, and now I'm powering a sorcerer through (seriously, he's one tough cookie). Just curious about some stats s'all. Thanks for the Firkragg tip (184 is quite a bit).
While I'm just asking away here, how fast do Greater Werewolves regenerate? I had one surrounded by 4, hasted, M. Swords and couldn't kill the thing. Do they regenerate THAT fast?!! I found most mages have less than 60HPS (like the one in the Guarded Compound), which makes battles with them a joke. A really really quick joke (that they probably don't think is too funny). So let me know if any other HPs are known. Later.
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05-26-2001, 11:39 AM
|  | Troublemaker | | Join Date: Apr 2001 Location: Can't wait to get on the road again...
Posts: 11,288
| | I heard there is a bug with one of the Greater Wolfweres... at least, I couldn't kill the one in the Windspear hills dungeon because its health got to Badly injured and then went straight back to Barely injured, with all 6 of my party and a few summoned things hacking away meanwhile... You can get round it though...
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