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Hello!

This is one of the most broken fights in the game I've had so far. My party is level 4, so what's the CR on wererats, 6? 7? I keep getting steamrolled by them. I've got the bestiary, let's take a look...it's 2...

My party effortlessly stomped a manticore before this fight. I bet the CR for it must be...3? According to the book it's 5...The first major boss fight of the game is the Stag Lord, and he is not this difficult. But we can't complain the wererats to death, so I'll give you some pointers.

- Traps: there are two paths leading to the cave. There is a trap that needs to be disarmed every step of the way.

- Bless: this seems to make a difference. I didn't use it the first few tries because I assumed +1 was not a big deal. When I finally used bless only two of my party members were downed (but not killed).

- Control: hold person, sleep, and blindness. I prefer blindness as the other spells wear off pretty fast. Do not use grease, as that will affect your party too.

- Buffs: use mage armour and shield of faith potions on your tanks. The game will give you plenty of these, so there's no reason to be stingy. When one wears off use another one immediately after. Reduce person also helps. My PC is a tank and I managed to get his armour up to 31 (with spells and potions). At that point the wererats had a lot of difficulty landing a hit. My PC has +1 full plate. You might want to wait until one of your tanks gets that particular armour. You can buy it from Oleg.

- Do not use aoe damage spells/potions. You can perma-kill your own team. The cave is very claustrophobic.

- When you enter the cave you will be faced with two wererats. Try sleep and/or hold person on them, while your party focuses down the grenadier at the back.

- Magic missile is very important to this fight. Probably the most important. It will never miss and it is not affected by the wererats' resistances. You can get a wand of magic missile before you fight the Stag Lord (Old Sycamore Caves). It would be a good idea to wait until you get that, as melee and ranged weapons are almost useless.

- The bless weapon spell helps a little too. Don't expect it to carry you through the fight, though.

That's all I can think of for now. If you notice errors or would like to add to my post, feel free to reply to this thread.
Level 5 after Stag lord for resist fire communal or go buy fire resistance communal scrolls from Jhod. There also a alarm trap just before entering the cave really hard to spot and disarm.

I normally send my tank alone at the one at the lower side of the cave, he is the higher level one and rush everyone else attacking the other rogue and the alchemist next. Then the last rogue wererats where the tank is.

Basically, fire resist and finding that alarm trap make a huge difference. however, the trap need to be save scumming since the DC is very high..
Resist fire, communal helps a lot, as mentioned. Also, see invis/glitterdust/etc so that the rogues don't immediately gank your front liners with sneak attacks.
Speaking of Ratnook Hill, does anybody knows the perception check DC for traps on the way to the cave? Playing on Unfair and can't seem to find a single one, unless I step into it, and get 50-80 damage instakill.
Think it's around 35 perception to spot on unfair. Guidance is good to comb it through as it lets you know when you failed a check and can reload. Having 3+ perception characters is good in general for unfair.
Post edited October 17, 2019 by InEffect
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InEffect: Think it's around 35 perception to spot on unfair. Guidance is good to comb it through as it lets you know when you failed a check and can reload. Having 3+ perception characters is good in general for unfair.
Yeah...Not gonna happen, sadly. Playing solo and I barely have few points invested. Guess I'll skip the location for a while, or until I lvl up more and get more int+skillpoints.

Thanks for the info!