Toee: Faq

Discussion in 'The Temple of Elemental Evil' started by silverdragon72, Apr 26, 2004.

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    Table of content:



    page I:


    1. link to the Co8 & 2nd Atari patch & description fixes !- updated 28.09.04 !


    2. Ioun stones - what do they do


    3. link to Mulligan's complete scroll/spell list for TOEE !


    4. Crafting Rods


    5. Editing Start-Equipment


    6. Modifying weapons, armor and items


    7. link to Mulligan's NPC List


    8. known quest bugs


    9. known other bugs


    10. crafting weapons


    11. successfull party-concepts - updated !


    12. powerfull PC-builds: Sorcerer - updated !


    13. powerfull PC-builds: Cleric - updated !



    page II:



    14. powerfull PC-builds: melee - "Assassin" - updated !


    15. powerfull PC-builds: melee - "Kensai" - under construction !


    16. changing NPC feats


    17. Link to Mulligans Scather Fix


    18. Crafting Weapons: Effects - new!


    19. combat tests of different builds (solo) - new!


    20. Powerfull NPCs: Darley ;) - new - 15.09.04


    21. link to the very good gamebanshee TOEE walkthrough! - new - 27.09.04


    22. Max HP hack - new - 25.05.05


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  3. silverdragon72 Initiate

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    1. link to the Co8 & 2nd Atari patch:

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    Co8 patch - an old one - you find the actual one at the end of the post:




    Info:

    compatible to the first ATARI patch:

    - kills some bugs
    - you can buy masterwork items from the hommlet blacksmith
    - gives you new files to modify TOEE in your RULES-folder
    - gives you the Nulb brothel-quests






    Download 2nd ATARI patch:




    fixes Co8 patch 3.0.3:




    actual patches - 28.09.04:




    always the actual patches you will find here: (thanks to Galuf):


    http://www.gamebanshee.com/forums/showthread.php?t=50677


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    2. Ioun stones - what do they do

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    4. Crafting Rods

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    5. Editing Start-Equipment

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    Comment:

    very powerfull items - will imbalance the game - especially in the early moat-house levels !

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    6. modifying weapons, armor and items

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    some examples how to edit items in the protus.tab

    you will need the Co8 patch to do this !






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    8. known quest bugs

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    1. the drinking contest:


    2. gnome x-bow and scrolls

    for some reasons you can't give them back !



    under construction !



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  11. silverdragon72 Initiate

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    9. known other bugs

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    1. wondrous items increasing your stats won't give you any extra spells !


    2. enchanting armor with spell-resistance is bugged !


    3. any magical armor will get +3 for free if put in the craft-item slot !



    ...under construction !


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  12. silverdragon72 Initiate

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    10. crafting weapons

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    1. only clerics with the appropriate domain can craft holy or axiomatic weapons !


    2. you need masterwork (see Co8 patch) or magical weapons for crafting


    3. you can't enchant weapons unlimted:

    ...you are restricted to +3 and 6 other enchantments !


    4. you can't craft flame burst without editing the items_creation.mes (only with Co8 patch)

    5. you can find informations and prequisites for crafting in the items_creation.mes (only with Co8 patch)


    6. craft mighty cleaving only on weapons for a PC that just have the cleave feat (it's useless with the feat greatcleave or without the feat cleave)




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  13. silverdragon72 Initiate

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    11. successfull party-concepts

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    There are a few "only-TOEE" issues you should consider before building a party


    1. crafting items weapons... - the most powerfull feats especially as you don't find many good items in TOEE... - so the best things you get are the items you craft yourself !!!

    ...and NPCs won't craft any items for you - so you have to do this with your PCs !!!


    2. you are restricted to level 10 !


    3. the 3.5 rules allow many new (powerfull) MC-combinations


    4. You are limited to 5 PCs + 3 NPCs




    So what do you really need ?



    ...at least two melee fighters (MCs recommended!!) who deals tons of damage - but you will find Elmo early in hommlet - he is one of the most usefull NPCs and a good melee fighter ! (but using two PC MC tanks and Elmo is definetly the most powerfull solution!)


    ...sad but true you will need one cleric (with law & good domains for crafting) - the cleric is a very mediocre class in TOEE (thanks to the level 10 cap) but absolutely necessary for healing and crafting - he is a passable melee fighter, if CHA is high he is very powerfull in turning undead (but there are only few undeads in TOEE), not the best spell selection (only level 5) and not enough feats for both - crafting and fighting - btw. you won't find a usefull NPC cleric !



    ...other good classes:


    - sorcerer: most powerfull offense caster with the right feat and spell selection (level 10 recommended !)

    - wizard: great combination with a sorc (support arcane caster) excellent for crafting and scribing scrolls - (you can also use burne after entering the temple - but he won't craft items for you and will loot scrolls)


    if you only use 1 PC melee fighter and take Elmo instead - or you take Burne instead of a PC wizard you have one more free PC slot:


    - druid: good allround PC - excellent crafter (use an elf druid !) with some good offense spells - but you will find the NPCs Meleny (early in the game - but with a flawed design) and Kella (powerfull, but little tricky to get - temple level 4) - if you take burne instead of a PC wizard you should give the druid the crafting feats !


    - bard: also a good allround PC - you will find Zaxis only if you have a CG-alligned party !



    what you don't need:


    - ranger - absolutely scrappy in TOEE - better give a fighter the free ranger feats if you really want one !

    - monk - great MC-mix-in for a melee fighter but SC (thanks to the level 10 cap) to weak...

    - rogue - great MC-mix-in for a melee fighter but SC (thanks to the level 10 cap) to weak... (btw. you won't need the thief skills in TOEE)

    - paladin - good MC-mix-in for a melee fighter but SC (thanks to the level 10 cap) but SC only for paladin-lovers !

    - barb - SC not the worst melee-fighter but also not the best !



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  14. silverdragon72 Initiate

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    12. powerfull PC-builds: Sorcerer

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    Sorcerer:

    race: human (cause of the lack of feats!) - or elf/half-elf for the free longbow feat !


    alignement:

    doesn't matter


    weapon&equipment:

    - if human take the glaive (feat!) - if elf take longbow !

    - bracers +5 (craft)
    - cloak of CHA +6 (craft)
    - medallion of CON +6 (craft)
    - gauntlets of DEX +6 (craft)
    - Ioun Stone STR +2 (craft - only with Co8)
    - ring of protection +2


    skills:

    spellcraft, concentration, tumble


    necessary feats:

    - glaive (if human)
    - SF evocation
    - GSF evocation
    - empower spell
    - imp. init.


    optional feats:

    - combat reflexes with glaive !
    - combat casting
    - SP
    - GSP
    - SF X & GSF X


    Stats:

    STR: if glaive at least 16 otherwise 10-12
    DEX: at least 16 (+2 for elf) - you will need DEX for an adequate AC and reflex saves !
    CON: at least 16 (-2 for elf) - you will need CON for adequate HP ,fort. saves and concentration checks !
    INT: you only need INT for the skills spellcraft, concentration and tumble ! - if you don't have at least 12, the INT stat doesn't matter at all !
    WIS: at least 10 - more to improve will saves
    CHA: Most important stat - 18 increase to 20 at level 4 and 8 !


    Spells:

    When having a secondary wizard:

    level 1: 5 - mage armor, shield, sleep, ray of enfeeblement, one more spell you like
    level 2: 4 - magic missile, blur, mirror image, web
    level 3: 3 - fireball, displacement, one more spell you like
    level 4: 2 - icestorm, one more spell you like
    level 5: 1 - cone of cold or cloudkill

    most important spells for the secondary wizard:
    haste, imp. inv., good hope, stoneskin, confusion, cloudkill, keen edge


    tactics:


    - always keep your sorc away drom melee !

    - always make a 5-feet step back when close to an enemy !

    - always use mage armor (until you have bracers +3), shield and barkskin (from druid) - if necessary other defensive spells !

    - using an enchanted glaive +3 and having 16 STR the sorc will deal quite a lot of melee damage - and with the excellent DEX combat reflexes (s)he will get many of AoO ! (btw. in TOEE enemies won't change their first chosen target !!!)

    - fireballs will do tons of damage - with this sorc build most enemies won't save

    - especially in TOEE with many low level enemies !

    - two fireballs (one from the secondary wizard) will kill most monsters before the battle starts !

    - an empowered fireball (level 5 slot) is even better !


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    13. powerfull PC-builds: Cleric

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    Cleric:

    race: human (cause of the lack of feats!)


    alignement:

    lawful good (for domains law and good)


    domains:

    law and good - alternate fire instead of law



    weapon & equipment:

    - Lareth staff of striking - enchanted with +3, holy, axiomatic, keen(!), flaming, frost, shock !


    - cloak of resistance +3 (craft)
    - amulet of WIS +6 (craft)
    - gauntlets of STR +6 (craft)
    - Pink Stone CON +2 (craft - only with Co8)
    - ring of protection +2
    - ring of freedom of movement

    - Lareth or Hedracks plate (+3)
    -shield +2, later Hedracks shield


    skills:

    spellcraft, concentration, tumble


    necessary feats:

    - scribe sroll
    - craft wondrous item
    - craft magic arms and armor


    optional feats:

    - craft wand
    - comb. refelexes
    - combat casting
    - SF X
    - GSF X
    - power attack
    - cleave
    - comb. exp.



    Stats:


    STR: least 16

    DEX: at least 12 (capped through plate at +1) - you will need DEX for an adequate AC and reflex saves (not capped through armor!)

    CON: at least 16 - you will need CON for adequate HP ,fort. saves and concentration checks !

    INT: you only need INT for the skills spellcraft, concentration and tumble ! - if you don't have at least 12, the INT stat doesn't matter at all !

    WIS: Most important stat - 18 increase to 20 at level 4 and 8 !

    CHA: if you want to turn undead at least 14 better 16 - if not CHA doesn't matter at all !



    Spells:

    - clerics have a major lack of powerfull offensive spells in TOEE (caused by the level 10 cap)

    - most offensive spells are best used against a single powerfull enemy but will fail in most cases against these cause of their good saves and SR

    - this results that the weaker enemies are easiest killed in melee or with fireballs - and the tougher ones resist the cleric spells

    - the most power-up spells are weak early in the game and useless at the end of the game cause you get most effects by crafted items

    - protection and restore spells are good - but you won't need them in TOEE with only few (and weak) enemy casters

    - so the most usefull spells are the instant healing spells (by pressing shift when selecting a spell from the radial menue) - but also the best ones (heal and mass heal) aren't available


    from my point of view the following spells are the most usefull divine spells in TOEE:


    level 1: doom (good preparation spell against tougher enemies)

    level 2: silence (if you find an enemy caster to use on)

    level 3: Bestow curse & Conatagion (both best used after successfull doom spells on a powerfull enemy) - prot. from energy - magic circle against evil (10 min per level!)

    level 4: Divine Power (if you have a PC not using Gauntlets +6 STR)

    level 5: righteous might - flame strike (one of the few divine offensive area effect spells - but only small area effect) - Dispel evil



    tactics:

    ...clerics are necessary for crafting and healing - they are good secondary tanks with a good AC (up to 30+) but only dealing average damage caused by their lack of feats...

    ...it is possible to build war domain clerics with good melee capabilities - but by the cost of the best crafting effects...

    you also could improve their offensive casting abilities with SF and GSF - but as said before you don't have enough feats !

    If build as described above this cleric can deal ~80+ HP damage per round with an AC of 30+ (when using righteous might) - not that bad for a tank but far away from an optimized melee build !


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  16. silverdragon72 Initiate

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    14. powerfull PC-builds: melee - "assassin"

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    Assassin:

    race: human (cause of the lack of feats!)



    alignement:

    lawful chaotic (for using scather and fragarach!)



    Classes:


    rogue 3 - fighter 6 - wizard 1

    3x rogue (1 - 3 - 6)
    6x fighter (2 - 4 - 5 - 7 - 8 - 9)
    1x wizard (10)

    the rogue levels gives you
    - 2D6 sneak attack
    - enough SP for all necessary skills
    - good saves 1-3-1
    - and most important evasion !

    you will need 6 fighter level to aquire all necessary feats and their prequisites!

    the wizard level gives you:
    - full access all arcane magic devices (crafted scrolls and wands!!!)
    - 3 level 1 spells (shield!)
    - an animal companion (+2 reflex saves - extremly usefull with evasion!)
    - +2 will saves
    - and last but not least you can learn spells and scribe scrolls up to level 5 !



    weapon & equipment:

    - scather and fragarach dual-wielded

    - cloak of resistance +3 (craft)
    - amulet of CON +6 (craft)
    - gauntlets of STR +6 (craft)
    - deep red ioun stone DEX +2 (craft - only with Co8)
    - ring of protection +2
    - ring of freedom of movement or minor fire prot.
    - boots of elvenkind or boots of speed

    - elven mail (+3)



    skills:

    tumble
    hide
    move silently
    and all speaker skills: bluff, diplomacy,... (I gave all the "thief" skills to my "Kensai")



    necessary feats:


    2WF - 3rd attack
    power attack - max it after you get the swords
    comb. exp. - see above
    cleave - you will always kill one target in one round so you will always cleave

    EDIT: weapon prof.: Exotic Weapon Bastard sword - to wield both scather and frag -> thanks for the info Galuf ! - how could I forget this !

    great cleave - this way he kills 6 or 7 gargoyles in one round
    imp. 2WF - 4th attack (5 hasted) that never miss
    imp. init - not necessary but gives you an attack on a flatfooted enemy in the 1st round
    imp. crit. - great synergies with great cleave !



    Stats:


    STR: Most important stat - 18 increase to 20 at level 4 and 8 !

    DEX: at least 16 (capped through elven mail at +4) - you can get +2 for 18 (+4) with the deep red ioun stone

    CON: at least 16 - you will need CON for adequate HP and fort. saves !

    INT: at least 12 - a better INT stat will give the best use of the rogue skills

    WIS: at least 10 to 12 - you will need WIS only for your will saves

    CHA: you will only need CHA if you use him as speaker of the group (what I did)




    Spells:

    level 1: 3x shield



    tactics:


    ...the main idea behind this build is that fragarach and scather always hit - so you don't have to care about your AB !

    so you can max both: power-attack and combat exp. and also use defensive fighting !

    the assassin should scout (sneaking or invisible) and position himself directly next to the main enemy threat - then he should open the battle (hasted if necessary) with a full attack on this target...

    ...he will hit 5 times with a 100% chance and will deal ~200HP damage to the main target (and only very few enemies have more then 200HP in TOEE)

    ...standing between a group of enemies he has killed up to 7 gargoyles in one round with great cleave !


    on the other hand he can max his AC up to 45 - see below:

    10 - Base
    04 - DEX
    08 - elven mail +3
    05 - comb. exp.
    02 - ring of prot. +2
    04 - fighting defensive
    04 - shield
    04 - barkskin (from a level 10 druid - level 2 spell)
    04 - dispel evil (from a level 9 cleric - level 5 spell)
    ---------------------------------
    45 - total


    and additional use mirror image, displacement, blur and so on...
    ..to avoid even the natural 20 hits !!!



    btw. this build will win the Luz / Hedrack battle without any problems on his own !


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    14. powerfull PC-builds: melee - "kensai"

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    under construction


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    16. changing NPC feats

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  20. Eflat Initiate

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    What's interesting is in the World of GreyHawk Fragarach and Scather were not exact twins... There were six swords with like properties of Fragarach forged and they differed by alignment... Also What's a contradiction in the original TOEE module was that Prince Thrommel was a Paladin Lord - he would never use an intelligent Chaotic algined weapon.

    btw... I also thought about it on my way home from work I've not seen a D&D manual since the mid 80's but I think I recall - From the World of Greyhawk box set we had - these were broadswords - which were one handed weapons closest to the attributes of a longsword.

    FRAGARACH

    This hefty steel broadsword bears a mighty enchantment. It was originally fashioned for a demigod of elsewhen, and eventually passed into the WORLD OF GREYHAWK™ Setting. It served well for a short time, all too soon falling into the hands of the minions of Chaotic Evil. It has been in their grasp for a decade or more, resting in hiding in the Temple of Elemental Evil, guarded by the worst of elemental grues. Fragarach means "The Answerer."

    The sword is of Chaotic Good alignment. Any Lawful creature trying to grasp it takes 1-6 points of damage and falls senseless for 1-10 rounds. A Neutral creature holding it takes only 1-3 points and swoons for 1-4 rounds. In evil hands, Fragarach has no "to hit" bonus whatsoever; in Chaotic Neutral hands, it will strike but one opponent per round. The sword functions perfectly only for a Chaotic Good user. In such hands, its + 4 bonus always operates, and it will strike as many opponents unerringly as have struck at its possessor. Fragarach always hits all such targets, the + 4 pertaining to additional damage only. Note, however, that The Answerer always strikes last in a melee round. Against evil opponents, the bonus doubles (to + 8) whenever a natural 20 is rolled for "to hit" determination.

    The sword has a hilt of silver and gold wire, most cunningly wrought. Its guard and pommel are set with perfect emeralds (corundum)—7 gems, total value 65,000 gp. Its scabbard is likewise trimmed with precious metal and decorated with many gems of green and golden hue, worth another 35,000 gp.

    OTHER SWORDS OF ANSWERING

    When Fragarach first came to this world, it received immediate attention and quick renown; so much so, in fact, that six other swords like it were forged and enchanted. These are lesser weapons, of course, and their alignments vary. Each has a + 2 bonus (and cannot hit opponents struck only by + 3 or better weapons). On a natural "to hit" roll of 1, no bonus applies; on a natural 20, like their predecessor, the bonus is doubled (to + 4). These lesser swords are identified by the differing gems set in guard and pommel. They are reported to be amethyst, aquamarine, garnet, peridot, topaz, and tourmaline stones, with combined value of about 24,000 gp per weapon, 16,000 gp per scabbard. These weapons are named Rebutter, Scather, Replier, Retorter, Squelcher, and Back-Talker, in honor of Fragarach.

    also... Funny thing but I distinctly remember it took us like a week to get through the Temple of Elemental Evil module on PnP, which of course translates to but a night when a computer does the rolling;-)

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