View Full Version : Need help in the Fell Wood!!!


DoomSword
Thu, 24th Mar '05, 2:00am
Hey, been playing IWDII for a while now, tried it once before a year or so ago but couldnt even get past the goblin fortress, but ne way im going good now but have 2 problems, ne feed back people can give me will be of a great help, so here they are:

1)In the fell wood im up to the part where i have to "extinquish" the light things, the something-wasps and the death's candle - ive trived wackin em one but i hardly ever get a hit and ive tried givin em some heavy sepll-age but they all get resisted, is there another way to defeat these or do i just have to reeli just keep pounding on em? cos eventually my party can no longer carry on and one or 2 will die, so that doesnt seem to be an option, ne thort ne one?

2)other problem is 3 of my party have a permenent "Energy Drain" effect; my female fighter/cleric's (Arphana) maximum life points have gone from 101 to bout 87, my female Sorceress (Sinthoria) has gone from 55 to 41, and most astonishingly of all, my Male Wizard's(Haptease) has gone from around 50-55 to 9!!!! does ne one know why they have this energy drain permenatly on them and is there ne way to get rid of it and restore their original life points? i reeli cant carry on with my primary caster with only 9 life points, he dies from one arrow shot.

thanks to ne one who can help me, all replies welcome

DoomSword

[ March 24, 2005, 02:41: Message edited by: DoomSword ]

Harbourboy
Thu, 24th Mar '05, 2:56am
1) The Will-o-Wisp. Witch Light, and Death Candle are mainly only hurt by melee damage, if I remember correctly. Just keep whacking them. Anything you have that protects against electric damage would help.

2) What you have described sounds like level drain, which should be curable by the Cleric spell lesser restoration. If you are unfortunate enough to have your Cleric drained so much that they can no longer cast the spell, you'll have to go back to the Wandering Village to have someone there cast it on you (for a price).

DoomSword
Thu, 24th Mar '05, 3:00am
yea tried it and it worked a treat, cheers mate, just gotta go sort out those bloody will-o-wasps, wish me luck...


p.s. just outta intrest and curiosty, one of my party has an "aura of courage" effect on them, and ne other party members in close proximity have it too, ne ideas why? it aint no bad thing so i aitn complaining, jsut curious to know why

[ March 24, 2005, 03:11: Message edited by: DoomSword ]

Harbourboy
Thu, 24th Mar '05, 3:29am
The aura of courage is probably emanating from your paladin. That is one of the benefits of having one of those goody two shoes around. Their single-minded devotion to the cause of righteousness helps bolster the morale of their companions.

Khemsa
Thu, 24th Mar '05, 2:16pm
What Harbourboy said. The Paladin's Aura of Courage makes the Paladin immune to fear and gives all party members within 10 feet a +4 to their saving throw against fear. Thus, when fighting fear causing monsters, principally dragons, have any character with weak Will saving throws stand near the Paladin for the bonus.

DoomSword
Thu, 24th Mar '05, 3:01pm
cool, cheers guys

Erisad
Sun, 15th May '05, 9:19pm
Yes, the Fellwood was one heck of a nightmare, if it wasn't for the map I found here, I would not have passed it.

http://www.geocities.com/opalescent_cube/fellwood.html

Taluntain
Sun, 15th May '05, 11:57pm
http://www.sorcerers.net/Games/IWD2/Walkthrough/chapter3/area1.php

The Shaman
Mon, 16th May '05, 10:30pm
Dunno, with a little wilderness lore and the advices from the HE in the village and the dryad, didn't seem much trouble.

Lain_42
Tue, 17th May '05, 1:31am
The wliderness lore is definitely the way to go. You just have to have points in it before! you need it.

Erisad
Tue, 17th May '05, 9:19pm
Yea....I wish I had more than 4 points into wilderness lore...but that map I had linked in my last post made up for it. :)