Game Guide & Walkthrough For The Circle of Eight Modpack New Content Edition

Discussion in 'Guides and Help Threads' started by gazra_1971, Jan 12, 2011.

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  1. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    2.14 Imeryds Run

    To make Imeryds Run accessible on your world map, talk to Grud Squinteye (Villager) in Nulb. Grud Squinteye is at the docks during the day, but at night he is in the first building to the west of the docks.


    Behemoth Kingfrog (168 HP), Spell Resistant
    AC: 16 (+8 Natural Armor, -2 Size Adjustment)
    Attack: +14 (+8 Base Attack, +8 Strength Modifier, -2 Size Adjustment)
    Trip defence check: +20 (+8 Strength Modifier, +4 Stability Bonus, +8 Size Bonus)
    Trip attack check: +16 (+8 Strength Modifier, +8 Size Bonus)
    Tongue grapple attack: Ranged Touch Attack: +8 (+9 Base Attack, -2 Size Adjustment, +1 Feat: Point Blank Shot)
    Break free from grapple DC: [20-(Strength Modifier of grappled victim)]
    Lootable items:
    Purple Elven Chain
    Wooden Elvish Shield
    Ring of Protection +1
    Gloves of Dexterity +2
    Longbow +1
    20 Arrows +1
    Boots of Elvenkind (+5 competence bonus to Move Silently checks)
    Longsword +2

    Giant Gar (100 HP)
    AC: 15 (+5 Natural Armor, -2 Size Adjustment, +2 Dexterity Modifier)
    Attack: +10 (+7 Base Attack, +5 Strength Modifier, -2 Size Adjustment)
    Reach: 10 feet

    Seahag (110 HP Barbarian Rage), SR[14]
    AC: 14 (+3 Natural Armor, +2 Dexterity Modifier, +1 Feat: Dodge, -2 Barbarian Rage)
    Attack: +15 (+4 Class, +2 Base Attack, +9 Strength Modifier)
    Special attack: Paralysis


    There is a Lamia Figurine (Child's Toy) hidden amongst the leaves of a tree on the far right of the Imeryds Run map.


    Originally posted by Sitra Achara:

    2.15 Earth Node

    You enter the Earth Node by activating the brown portal in the Greater Temple (Temple of Elemental Evil dungeon level 4).

    Once you enter any of the 4 elemental nodes, the only way to leave the nodes is to either activate the portal behind the Demon Guardian or by casting the spell Teleport.

    If you rescue Sargen the wizard from the Earth Node, then after he leaves your party, you will eventually get a random encounter where you will receive a reward for rescuing Sargen.

    There are 2 Gorgons below where your party appears in the Earth Node. Their petrifying breath attacks are capable of paralyzing most of your party. This can be a difficult combat.

    The Glabrezu Guardian and exit portal are above where your party appears in the Earth Node.

    Originally posted by taltamir:
    The Glabrezu Guardian has one weakness: holy weapons. The easiest way to defeat the Glabrezu Guardian is to arm all of the characters in your party with holy weapons.

    You don't have to kill the demon guardians in order to obtain the magic gems that they are guarding. It's possible for an invisible character to pickpocket the magic gem from each demon guardian in the elemental nodes.


    Chest (to the left of the entry point):
    Moradin's Soul Hammer +1 (holy axiomatic defending greathammer) (uses the warhammer weapon proficiency)
    Headband of Intellect +4


    Galeb Duhr (104 HP) DR(10/Magic), SR[21]

    Glabrezu Guardian (216 HP), SR[21], DR(10/Holy), DResistance(10/-), Immunity (Electricity), Caster Level: 12
    AC: 27 (+19 Natural Armor, -2 Size Adjustment)
    Attack: +20/+20/+18/+18/+18 (Claw1/Claw1/Claw2/Claw2/Bite) (+12 Base Attack, +10 Strength Modifier, -2 Size Adjustment)
    Damage: Claw1 (Piercing & Slashing) 2d8+10 (Strength Modifier)
    Damage: Claw2 (Piercing & Slashing) 1d6+5 (Strength Bonus)
    Damage: Bite (Slashing & Bludgeoning & Piercing) 1d8+5 (Strength Bonus)
    Trip check: +18 (+10 Strength Modifier, +8 Size Bonus)
    casts Dispel Magic, Mirror Image, Confusion, Summons Quasits, Hold Monster
    Lootable item:
    Earth Elemental Power Gem

    Gorgon (120 HP)
    AC: 20 (+1 Natural Armor, -1 Size Adjustment)
    Attack: +12 (+8 Base Attack, +5 Strength Modifier, -1 Size Adjustment)
    Petrifying Breath (100 rounds) Fortitude save DC: 19


    2.16 Air Node

    You enter the Air Node by activating the white portal in the Greater Temple (Temple of Elemental Evil dungeon level 4).

    Once you enter any of the 4 elemental nodes, the only way to leave the nodes is to either activate the portal behind the Demon Guardian or by casting the spell Teleport.

    The Vrock Guardian and exit portal are above where your party appears in the Air Node.

    The Vrock Guardian has one weakness: holy weapons. The easiest way to defeat the Vrock Guardian is to arm all of the characters in your party with holy weapons.

    You don't have to kill the demon guardians in order to obtain the magic gems that they are guarding. It's possible for an invisible character to pickpocket the magic gem from each demon guardian in the elemental nodes.


    Vrock Guardian (210 HP), SR[17], DR(10/Holy), DResistance(10/-), Immunity (Electricity)
    AC: 25 (+14 Natural Armor, -1 Size Adjustment, +2 Dexterity Modifier)
    Attack: +22/+22/+20/+20/+20 (Claw/Claw/Bite/Rake/Rake) (+14/+14/+12/+12/+12 Base Attack, +7 Strength Modifier, -1 Size Adjustment, +2 Heroism)
    Damage: Claw (Piercing & Slashing) 2d6+7 (Strength Modifier)
    Damage: Bite (Slashing & Bludgeoning & Piercing) 1d8+3 (Strength Bonus)
    Damage: Rake (Piercing & Slashing) 1d6+3 (Strength Bonus)
    casts Mirror Image, Heroism
    Lootable item:
    Air Elemental Power Gem


    2.17 Zuggtmoy's Prison

    You enter Zuggtmoy's Prison by activating the chair elevator which is in the Temple of Elemental Evil interior. You must pick up the Orb of Golden Death first in order for the chair elevator to be usable. The Orb of Golden Death is in Falrinth's second chest on Temple of Elemental Evil dungeon level 3.

    Zuggtmoy has one weakness: holy weapons. The easiest way to defeat Zuggtmoy is to arm all of the characters in your party with holy weapons.

    The instant that your party kills Zuggtmoy, your party is teleported to Verbobonc. Zuggtmoy has no lootable items on her corpse.


    Lootable items:

    Wand of Searing Light (Violet Fungi Chest)
    Gem Hoard (Chair) (worth more than 48500 gold)


    Zuggtmoy (882 HP) (601 HP if Pishella destroyed the Orb of Golden Death), SR[20], DR (20/Holy; Cold), DResistance (10/-), immune to critical hits and sneak attacks
    AC: 26 (+15 Natural Armor, -2 Size Adjustment, +3 Dexterity Modifier)
    Attack: +20 (+13 Base Attack, +9 Strength Modifier, -2 Size Adjustment)
    Damage: Slam (Bludgeoning) 1d10+9 (Strength Modifier)
    summons Vrocks or Glabrezu
    casts Displacement
    casts Entangle

    Originally posted by Gaear:
     
    Last edited: Aug 12, 2014
  2. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    2.18 Verbobonc

    [​IMG]

    [​IMG]

    Verbobonc becomes accessible after you have dealt with Zuggtmoy. Verbobonc will automatically open up for you on the worldmap.

    To travel to Verbobonc, you have to click on the text "Passage to Verbobonc" on the right side of the world map interface.

    [​IMG]

    Originally posted by Gaear:

    Notable items that NPC vendors sell:

    Gregor (Armor Merchant) (The Archer's Eye)

    Large Masterwork Steel Shield (50%)
    Large Masterwork Wooden Shield (50%)
    Small Masterwork Steel Shield (50%)
    Masterwork Metal Tower Shield (50%)
    Masterwork Full Plate Armor (50%)
    Masterwork Scale Armor (50%)
    Masterwork Padded Armor (50%)
    Masterwork Leather Armor (50%)
    Masterwork Studded Leather (50%)
    Masterwork Chain Shirt (50%)
    Masterwork Hide Armor (50%)
    Masterwork Red Chainmail (50%)
    Masterwork Silver Breastplate (50%)
    Masterwork Splint Mail (50%)
    Masterwork Silver Banded Armor (50%)
    Masterwork Half-Plate (50%)
    Masterwork Full Plate Armor (50%)
    Masterwork Buckler (50%)
    Small Masterwork Wooden Shield (50%)
    Darkwood Buckler (50%)
    Large Darkwood Shield (50%)
    Large Mithral Shield (50%)
    Adamantium Breastplate (50%)
    Mithral Shirt (50%)
    Dragonhide Plate (50%)
    Dwarven Plate (50%)
    Masterwork Gladiator Armor (50%)
    Masterwork Marauder Armor (50%)
    Masterwork Fine Chainmail (50%)


    Victor (Weapons Merchant) (The Archer's Eye)

    Masterwork Greataxe (50%)
    Masterwork Greatsword (50%)
    Masterwork Katana (50%)
    Masterwork Scimitar (50%)
    Masterwork Greataxe (50%)
    Masterwork Longsword (50%)
    Masterwork Dagger (50%)
    Masterwork Rapier (50%)
    Masterwork Bastard Sword (50%)
    Masterwork Falchion (50%)
    Masterwork Shortsword (50%)
    Masterwork Throwing Dagger (50%)
    Masterwork Dwarven War Axe (50%)
    Masterwork Greatclub (50%)
    Masterwork Handaxe (50%)
    Masterwork Heavy Mace (50%)
    Masterwork Heavy Pick (50%)
    Masterwork Morningstar (50%)
    Masterwork Light Mace (50%)
    Masterwork Scythe (50%)
    Masterwork Single Axe (50%)
    Masterwork Club (50%)
    Masterwork Gnome Hooked Hammer (50%)
    Masterwork Light Hammer (50%)
    Masterwork Warhammer (50%)
    120 arrows
    Masterwork Longbow (50%)
    20 bolts
    Masterwork Light Crossbow (50%)
    Masterwork Heavy Crossbow (50%)
    Masterwork Quarterstaff (50%)
    Masterwork Guisarme (50%)
    Masterwork Battleaxe (50%)
    20 bullets
    Masterwork Sling (50%)
    Masterwork Shortspear (50%)
    Masterwork Spear (50%)
    Masterwork Glaive (50%)
    Masterwork Heavy Flail (50%)
    Masterwork Spiked Chain (50%)
    Masterwork Shuriken (50%)
    Cleaver (50%) (Keen weapon)
    Masterwork Small Quarterstaff (50%)
    Masterwork Halfling Siangham (50%)
    Masterwork Kukri (50%)
    Masterwork Sickle (50%)
    Masterwork Longbow (Str 12) (50%)
    Masterwork Longbow (Str 14) (50%)
    Masterwork Composite Longbow (Str 16) (50%)
    Masterwork Composite Shortbow (Str 12) (50%)
    Masterwork Composite Shortbow (Str 14) (50%)
    Masterwork Wakizashi (50%)
    Masterwork Composite Longbow (Str 18) (50%)
    Masterwork Tanto (50%)
    Masterwork Kama (50%)
    Masterwork Main Gauche (50%)
    Masterwork Tiny Rapier (50%)
    Masterwork Spiked Gauntlets (50%)
    Masterwork Trident (50%)
    Masterwork Halberd (50%)


    Senshock (Magic Merchant) (Bazaar of the Bizarre) (note: Senshock will only appear as a vendor in Verbobonc if you encounter him in the Greater Temple of Elemental Evil first and allow him to escape).

    (note: If you use a paladin PC to talk to Senshock in Verbobonc, then you will have to fight Senshock and Ariel and Bella).

    Originally posted by Chad878262:
    Staff of Striking (80%)
    Staff of Fire (80%)
    Staff of Size Alteration (80%)
    Staff of Charming (80%)
    Staff of Frost (80%)
    Cloak of Resistance +1 (80%)
    Cloak of Resistance +2 (80%)
    Cloak of Resistance +3 (80%)
    Necklace of Adaptation (80%) (doesn't work)
    Bracers of Armor +5 (80%)
    Bracers of Armor +3 (80%)
    Boots of Speed (80%)
    Gloves of Dexterity +2 (80%)
    Gloves of Dexterity +4 (80%)
    Gloves of Dexterity +6 (80%)
    Amulet of Health +2 (80%)
    Amulet of Health +4 (80%)
    Amulet of Health +6 (80%)
    Belt of Giant Strength +4 (80%)
    Belt of Giant Strength +6 (80%)
    Gauntlets of Ogre Power (80%)
    Headband of Intellect +2 (80%)
    Headband of Intellect +4 (80%)
    Headband of Intellect +6 (80%)
    Amulet of Wisdom +2 (80%)
    Amulet of Wisdom +4 (80%)
    Amulet of Wisdom +6 (80%)
    Cloak of Charisma +2 (80%)
    Cloak of Charisma +4 (80%)
    Cloak of Charisma +6 (80%)
    Circlet of Persuasion (80%)
    Necklace of Detection (80%)
    Bracers of Armor +1 (80%)
    Bracers of Armor +2 (80%)
    Bracers of Armor +4 (80%)
    Cloak of Arachnida (80%)
    Hands of Fire (80%)
    Hands of Ice (80%)
    Hands of Electricity (80%)
    Helm of Teleportation (80%)
    Vest of Escape (80%)
    Goggles of Minute Seeing (80%)
    Helm of Telepathy (80%)
    Boots of the Winterlands (80%)
    Eyes of the Eagle (80%)
    Helm of Reading Magic (80%)
    Cape of the Mountebank (80%)
    Cloak of Resistance +4 (80%)
    Robe of Eyes (80%)
    Robe of Blending (80%)
    Circlet of Discernment (80%)
    Elixir of Hiding (80%)
    Elixir of Vision (80%)
    Chime of Opening (80%)
    Dust of Disappearance (80%)
    Monk's Belt (80%)
    Horn of Blasting (80%)
    Horn of Fog (80%)
    Drums of Panic (80%)
    Dusty Rose Ioun Stone (80%)
    Pale Blue Ioun Stone (80%)
    Scarlet and Red Ioun Stone (80%)
    Incandescent Blue Ioun Stone (80%)
    Deep Red Ioun Stone (80%)
    Pink Ioun Stone (80%)
    Pink and Green Ioun Stone (80%)
    Horn of Evil (80%)
    Dust of Appearance (80%)
    Pipe of Haunting (80%)
    Mandolin of Charming (80%)


    Ariel (Magic Merchant) (Bazaar of the Bizarre) (incomplete list)

    Scroll of Animate Growth (80%)
    Scroll of Animate Dead (80%)
    Scroll of Bestow Curse (80%)
    Scroll of Blindness/Deafness (80%)
    Scroll of Blink (80%)
    Scroll of Blur (80%)
    Scroll of Bull's Strength (80%)
    Scroll of Burning Hands (80%)
    Scroll of Cat's Grace (80%)
    Scroll of Cause Fear (80%)
    Scroll of Chain Lightning (80%)
    Scroll of Charm Monster (80%)
    Scroll of Charm Person (80%)
    Scroll of Chill Touch (80%)
    Scroll of Clairaudience/Clairvoyance (80%)
    Scroll of Cloudkill (80%)
    Scroll of Color Spray (80%)
    Scroll of Cone of Cold (80%)
    Scroll of Confusion (80%)
    Scroll of Contagion (80%)
    Scroll of Daze (80%)
    Scroll of Detect Magic (80%)
    Scroll of Detect Secret Doors (80%)
    Scroll of Detect Undead (80%)
    Scroll of Dimension Door (80%)
    Scroll of Dismissal (80%)
    Scroll of Dispel Magic (80%)
    Scroll of Displacement (80%)
    Scroll of Disrupt Undead (80%)
    Scroll of Dominate Person (80%)
    Scroll of Emotion (80%)
    Scroll of Bear's Endurance (80%)
    Scroll of Endure Elements (80%)
    Scroll of Enlarge Person (80%)
    Scroll of Expeditious Retreat (80%)
    Scroll of Fear (80%)
    Scroll of Feeblemind (80%)
    Scroll of Fireball (80%)
    Scroll of Flare (80%)
    Scroll of Fog Cloud (80%)
    Scroll of Gaseous Form (80%)
    Scroll of Ghoul Touch (80%)
    Scroll of Glitterdust (80%)
    Scroll of Grease (80%)
    Scroll of Magic Weapon, Greater (80%)
    Scroll of Gust of Wind (80%)
    Scroll of Halt Undead (80%)
    Scroll of Haste (80%)
    Scroll of Hold Monster (80%)
    Scroll of Hold Person (80%)
    Scroll of Ice Storm (80%)
    Scroll of Identify (80%)
    Scroll of Invisibility (80%)
    Scroll of Invisibility Sphere (80%)
    Scroll of Keen Edge (80%)
    Scroll of Knock (80%)
    Scroll of Extraplanar Chest (80%)
    Scroll of Lightning Bolt (80%)
    Scroll of Mage Armor (80%)
    Scroll of Magic Missile (80%)
    Scroll of Magic Weapon (80%)
    Scroll of Melf's Acid Arrow (80%)
    Scroll of Mind Fog (80%)
    Scroll of Globe of Invulnerability, Lesser (80%)
    Scroll of Mirror Image (80%)
    Scroll of Mordenkainen's Faithful Hound (80%)
    Scroll of Obscuring Mist (80%)
    Scroll of Open/Close (80%)
    Scroll of Otiluke's Resilient Sphere (80%)
    Scroll of Phantasmal Killer (80%)
    Scroll of Protection From Arrows (80%)
    Scroll of Protection From Chaos (80%)
    Scroll of Protection From Energy (80%)
    Scroll of Protection From Evil (80%)
    Scroll of Protection From Good (80%)
    Scroll of Protection From Law (80%)
    Scroll of Ray of Enfeeblement (80%)
    Scroll of Ray of Frost (80%)
    Scroll of Read Magic (80%)
    Scroll of Ray of Clumsiness (80%)
    Scroll of Reduce Person (80%)
    Scroll of Remove Curse (80%)
    Scroll of Resistance (80%)
    Scroll of Resist Energy (80%)
    Scroll of Scare (80%)
    Scroll of See Invisibility (80%)
    Scroll of Shatter (80%)
    Scroll of Shield (80%)
    Scroll of Shocking Grasp (80%)
    Scroll of Shout (80%)
    Scroll of Sleep (80%)
    Scroll of Sleet Storm (80%)
    Scroll of Slow (80%)
    Scroll of Solid Fog (80%)
    Scroll of Stinking Cloud (80%)
    Scroll of Stoneskin (80%)
    Scroll of Dominate Monster (80%)
    Scroll of Summon Monster I (80%)
    Scroll of Summon Monster II (80%)
    Scroll of Summon Monster III (80%)
    Scroll of Summon Monster IV (80%)
    Scroll of Summon Monster V (80%)
    Scroll of Tasha's Hideous Laughter (80%)
    Scroll of Teleport (80%)
    Scroll of True Seeing (80%)
    Scroll of True Strike (80%)
    Scroll of Vampiric Touch (80%)
    Scroll of Web (80%)
    Scroll of Wind Wall (80%)
    Scroll of Acid Splash (80%)
    Scroll of Heroism, Greater (80%)
    Scroll of Disintigrate (80%)
    Scroll of Analyze Dweomer (80%)
    Scroll of Tenser's Transformation (80%)
    Scroll of Bear's Endurance, Mass (80%)
    Scroll of Bull's Strength, Mass (80%)
    Scroll of Cat's Grace, Mass (80%)
    Scroll of Eagle's Splendor, Mass (80%)
    Scroll of Fox's Cunning, Mass (80%)
    Scroll of Owl's Wisdom, Mass (80%)


    Bella (Magic Merchant) (Bazaar of the Bizarre) (incomplete list)

    Bella always initially has the exact same following grey-coloured wands for sale. The first time that Bella refreshes her items for sale, she has an 80% chance of selling the following orange-coloured wands as well:

    Wand of Fear (80%)
    Wand of Fireball (5th) (80%)
    Wand of Magic Missiles (5th) (80%)
    Wand of Charm Monster (80%)
    Wand of Charm Person (80%)
    Wand of Chill Touch (80%)
    Wand of Clairaudience/Clairvoyance (80%)
    Wand of Color Spray (80%)
    Wand of Confusion (80%)
    Wand of Contagion (80%)
    Wand of Daze (80%)
    Wand of Detect Magic (80%)
    Wand of Detect Secret Doors (80%)
    Wand of Detect Undead (80%)
    Wand of Dimensional Anchor (80%)
    Wand of Dimensional Door (80%)
    Wand of Dismissal (80%)
    Wand of Disrupt Undead (80%)
    Wand of Bear's Endurance (80%)
    Wand of Endure Elements (80%)
    Wand of Enlarge Person (80%)
    Wand of Expeditious Retreat (80%)
    Wand of Fire Shield (80%)
    Wand of Flare (80%)
    Wand of Fog Cloud (80%)
    Wand of Gaseous Form (80%)
    Wand of Ghoul Touch (80%)
    Wand of Glitterdust (80%)
    Wand of Grease (80%)
    Wand of Magic Weapon, Greater (80%)
    Wand of Gust of Wind (80%)
    Wand of Halt Undead (80%)
    Wand of Haste (80%)
    Wand of Hold Person (80%)
    Wand of Ice Storm (80%)
    Wand of Identify (80%)
    Wand of Invisibility, Greater (80%)
    Wand of Invisibility (80%)
    Wand of Invisibility Sphere (80%)
    Wand of Keen Edge (80%)
    Wand of Knock (80%)
    Wand of Lightning Bolt (80%)
    Wand of Mage Armor (80%)
    Wand of Magic Circle Against Chaos (80%)
    Wand of Magic Circle Againt Evil (80%)
    Wand of Good (80%)
    Wand of Magic Circle Against Law (80%)
    Wand of Magic Weapon (80%)
    Wand of Melf's Acid Arrow (80%)
    Wand of Globe of Invulnerability, Lesser (80%)
    Wand of Mirror Image (80%)
    Wand of Obscuring Mist (80%)
    Wand of Open/Close (80%)
    Wand of Otiluke's Resilient Sphere (80%)
    Wand of Phantasmal Killer (80%)
    Wand of Protection From Arrows (80%)
    Wand of Protection From Chaos (80%)
    Wand of Protection From Energy (80%)
    Wand of Protection From Evil (80%)
    Wand of Protection From Good (80%)
    Wand of Protection From Law (80%)
    Wand of Ray of Enfeeblement (80%)
    Wand of Read Magic (80%)
    Wand of Reduce Person (80%)
    Wand of Remove Curse (80%)
    Wand of Resistance (80%)
    Wand of Scare (80%)
    Wand of See Invisibility (80%)
    Wand of Shatter (80%)
    Wand of Shield (80%)
    Wand of Shocking Grasp (80%)
    Wand of Shout (80%)
    Wand of Sleep (80%)
    Wand of Sleet Storm (80%)
    Wand of Slow (80%)
    Wand of Solid Fog (80%)
    Wand of Stinking Cloud (80%)
    Wand of Stoneskin (80%)
    Wand of Dominate Monster (80%)
    Wand of Summon Monster I (80%)
    Wand of Summon Monster II (80%)
    Wand of Summon Monster III (80%)
    Wand of Summon Monster IV (80%)
    Wand of Tasha's Hideous Laughter (80%)
    Wand of True Strike (80%)
    Wand of Vampiric Touch (80%)
    Wand of Web (80%)
    Wand of Acid Splash (80%)
    Wand of Bestow Curse (80%)
    Wand of Blindness/Deafness (80%)
    Wand of Blink (80%)
    Wand of Blur (80%)
    Wand of Break Enchantment (80%)
    Wand of Bull's Strength (80%)
    Wand of Burning Hands (80%)
    Wand of Cat's Grace (80%)
    Wand of Cause Fear (80%)
    Wand of Wind Wall (80%)
    Wand of Blight (80%)
    Wand of Fox's Cunning (80%)
    Wand of Heroism (80%)
    Wand of Owl's Wisdom (80%)
    Wand of Crushing Despair (80%)
    Wand of Daze Monster (80%)
    Wand of Deep Slumber (80%)
    Wand of Eagle's Splendor (80%)
    Wand of False Life (80%)
    Wand of Magic Missiles (2nd) (80%)
    Wand of Magic Missiles (3rd) (80%)
    Wand of Magic Missiles (1st) (80%)
    Wand of Magic Missiles (4th) (80%)
    Wand of Animate Dead (80%)
    Wand of Good Hope (80%)
    Wand of Negative Energy Protection (80%)
    Wand of Fireball (7th) (80%)
    Wand of Fireball (9th) (80%)
    Wand of Fireball (10th) (80%)
    Wand of Lightning Bolt (7th) (80%)
    Wand of Lightning Bolt (9th) (80%)
    Wand of Lightning Bolt (10th) (80%)


    Cleric Rastes (Cleric of Pelor) (Cathedral of Pelor)

    4x Potion of Cure Light Wounds
    4x Potion of Cure Moderate Wounds
    4x Potion of Cure Serious Wounds
    4x Potion of Cure Critical Wounds
    4x Potion of Remove Disease
    4x Potion of Neutralize Poison
    4x Scroll of Cure Light Wounds
    4x Scroll of Cure Moderate Wounds
    4x Scroll of Cure Serious Wounds
    4x Scroll of Cure Critical Wounds
    4x Scroll of Remove Disease
    4x Scroll of Neutralize Poison
    Wand of Cure Light Wounds
    Wand of Cure Moderate Wounds
    Wand of Cure Serious Wounds
    Wand of Cure Critical Wounds
    Wand of Remove Disease
    Wand of Neutralize Poison


    Simon (Simon's Wonderworld)

    same items as Senshock, but also the following:

    Major Ring of Creating (Enchantment)
    Major Ring of Divining (Divination)
    Major Ring of Evocating (Evocation)
    Major Ring of Illusing (Illusion)
    Major Ring of Transmuting (Transmutation)
    Major Ring of Necromancing (Necromancy)
    Major Ring of Summoning (Conjuration)
    Major Ring of Protecting (Abjuration)


    Aerich Dragonsbane (Dragonsbane Bows and Fletchings)

    180 arrows
    2x Masterwork Shortbow
    2x Masterwork Longbow
    160 bolts
    2x Masterwork Light Crossbow
    2x Masterwork Heavy Crossbow
    Masterwork Composite Shortbow, Str 12 (80%)
    Masterwork Composite Shortbow, Str 14 (80%)
    Masterwork Composite Longbow, Str 12 (80%)
    Masterwork Composite Longbow, Str 14 (80%)
    Masterwork Composite Longbow, Str 16 (80%)
    Masterwork Composite Longbow, Str 18 (80%)
    Longbow +1 (40%)
    Longbow of Frost (40%)
    Axiomatic Light Crossbow +1 (20%)
    Anarchic Light Crossbow +1 (20%)
    Light Crossbow of Fire +1 (20%)
    Light Crossbow of Frost +1 (20%)
    Light Crossbow of Shock +1 (20%)
    Holy Light Crossbow +1 (20%)
    Unholy Light Crossbow +1 (20%)
    Masterwork Repeating Light Crossbow (80%)
    20 arrows +1
    20 arrows +2 (60%)
    20 arrows +3 (20%)
    20 Silver Arrows
    10 bolts +1
    10 bolts +2 (60%)
    10 bolts +3 (20%)
    24 Silver Bolts
    24 Silver Bolts +1 (20%)


    Donovan or Delilah (Merchant) (7 Elven)

    Black Elven Chain (50%)
    Blue Elven Chain (50%)
    Green Elven Chain (50%)
    Purple Elven Chain (50%)
    Boots of Elvenkind (75%)
    Cloak of Elvenkind, Black (25%)
    Cloak of Elvenkind, Green (25%)
    Cloak of Elvenkind (25%)
    Cloak of Elvenkind, Fur (25%)
    Wooden Elvish Shield (75%)
    Wooden Elvish Shield (75%)
    Masterwork Shortbow (75%)
    Masterwork Shortbow (75%)
    Masterwork Longbow (75%)
    Masterwork Longbow (75%)
    Masterwork Longsword (75%)
    Masterwork Rapier (75%)
    Masterwork Rapier (75%)


    Boots of Elvenkind
    Cloak of Elvenkind
    Wooden Elvish Shield
    80 arrows
    2x Masterwork Shortbow
    2x Masterwork Longbow
    Masterwork Longsword


    Richard Blade (Provisioner) (Liberty Emporium)

    Scholar's Kit
    Healer's Kit
    Spyglass
    Merchant's Scale
    Masterwork Thieves' Tools
    2x Flask of Oil
    Masterwork Shovel
    Masterwork War Fan
    Masterwork Rake
    Masterwork Sickle
    Masterwork Maul
    Masterwork Light Hammer
    Masterwork Single Axe
    Masterwork Scythe
    Masterwork Heavy Pick


    Jesus Staccatori (The Major Tremolo)

    Masterwork Flute
    Masterwork Drum
    Masterwork Horn
    Drums of Panic
    Horn of Goodness
    Mandolin of Charming


    Carl (The Golden Bullseye)

    Small Masterwork Wooden Shield
    Large Masterwork Wooden Shield
    Wooden Elvish Shield
    50 bolts
    40 arrows
    10 bullets


    Heather (Leatherworker) (Bear Essentials)

    Barbarian Armor
    Masterwork Leather Armor
    Masterwork Leather Armor
    Small Masterwork Leather Armor
    Black Leather Armor +1
    Brown Leather Armor +1
    Tan Leather Armor +1


    Dame Nelly (Touching Cloth)

    Masterwork Padded Armor


    Paulo (Alchemist)

    2x Lockslip grease
    2x Antitoxin
    2x Armour Oil
    2x Smokestick
    2x Bottle of Eruptive Acid
    2x Bottle of Acid
    2x Bottle of Distilled Acid
    2x Bottle of Purified Acid
    2x Spore No More
    2x Ooze You Lose
    Distilled Alcohol
    Quicksilver
    Dust of Disappearance
    Rope of Entanglement
    Bag of Tricks
    Chime of Interruption
    Dust of Appearance
    Potion of Protection From Magic
    Potion of Protection From Energy, Fire
    Potion of Sneaking
    Potion of Hiding
    Potion of Protection From Undead
    Potion of Protection From Earth
    Potion of Protection From Elementals
    Potion of Protection From Acid
    Elixir of Vision
    Alchemical Capsule - Quickflame
    Alchemical Capsule - Quickfrost
    Alchemical Capsule - Quickscald
    Alchemical Capsule - Quickspark
    Alchemical Capsule - Positoxin


    Mal (Merchant) (Mal's Wares)
    Smokestick
    Antitoxin
    Scholar's Kit


    Fireforge (Blacksmith) (note: Fireforge only appears in Verbobonc after you have completed the 'War of the Golden Skull: Defender' quest and the 'Tools of the Trade' quest. Fireforge only appears in Verbobonc during the day - he is not there at night)

    Full Plate Armor +3 (50%)
    Silver Banded Mail +3 (50%)
    Red Chainmail +3 (50%)
    Chain Shirt +3 (50%)
    Steel Shield +3 (50%)
    Steel Shield +3 (50%)
    Longsword +2 (50%)
    Longsword +2 (50%)
    Scimitar +2 (50%)
    Bastard Sword +2 (50%)
    Dwarven War Axe +2 (50%)
    Greataxe +2 (50%)
    Flail +2 (50%)
    Gnome Hooked Hammer +2 (50%)
    Halberd +2 (50%)
    Longspear +2 (50%)
     

    Attached Files:

    Last edited: Sep 8, 2014
  3. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    Note: In order for Lord Viscount Wilfrick to appear in his chambers, you have to talk to Captain Abiram first. Captain Abiram is in the middle of City Hall.

    Originally posted by Gaear:
    Wilfrick (Lord Viscount) is in the Lord Viscount's Chamber in city hall in Verbobonc.

    Originally posted by Kragenskjold:
    Note: In order for Darlia to appear on the top floor of Zeebel's Maroon Moon in Verbobonc, you have to talk to the Maitre'd on the ground floor of Zeebel's Maroon Moon and choose the correct dialogue options (the PC talking needs a high enough skill). Then talk to the Maitre'd again, pay 100 Gold, and Darlia (Manager) will appear on the top floor of Zeebel's Maroon Moon a day later. If you don't need to bribe the Maitre'd, then Darlia will appear immediately.



    Building Credit quest

    Talk to Maurice (Banker) in the Silver Consortium (you can only get this quest if you buy the Castle of the Lords but don't pay for it in one payment).


    Catching the 'Cousin' quest

    During the day, talk to Wilfrick (Lord Viscount) in the Lord Viscount's chambers in City Hall after Darlia has mentioned the 'Removing Wilfrick' quest to you.


    Family Turmoil quest

    Talk to Elysia in the Lord Viscount's Manor.

    Originally posted by Gaear:

    Fear of Ghosts quest

    When it is night, go 1 floor up from the ground floor of the Castle of the Lords and attack the ghost. The ghost won't be there if you didn't get ambushed by Turuko, Zert, and Kobort outside the Moathouse ruins earlier on. Then go outside the Castle of the Lords and attack the ghost circling the castle. Then go down 2 floors below the ground floor of the Castle of the Lords and attack the third ghost. The body parts are inside a large Water Snake that is in a pool of water outside the secret entrance to the moathouse ruins (not the cave exit). Then return to the 3 ghosts and give them their respective body parts back. Then go outside the castle to complete the quest.

    Originally posted by Gaear:

    Framework of a Murder quest (Darlia's quest #2) (evil quest)

    Talk to Darlia (Manager) in Zeebel's Maroon Moon.

    Originally posted by Gaear:
    If you botch the Framework of a Murder quest, then an alternative ending to the quest will play out.

    Your party will only obtain the Cop Killer reputation once your party has killed at least 2 Verbobonc Guards.


    Narcing on the Scarlet Brotherhood quest

    Originally posted by Gaear:
    Originally posted by Rudy:
    Originally posted by Zalmoxes:
    Originally posted by marc1967:

    Ratting out the Hextorites quest

    Talk to the "Priest" in the cellar of the Ruined Church of Pelor and accept his contract to kill the Canon, then talk to Canon Ramses (Priest of Pelor) on the top floor of the Cathedral of Pelor and inform him of the Hextorites' plans. (Note: completing this quest triggers 'The Gremlich' revenge quest)


    Removing Wilfrick quest (Darlia's quest #3) (evil quest)

    Talk to Darlia (Manager) on the top floor of Zeebel's Maroon Moon.

    If you accept the 'Removing Wilfrick' quest from Darlia and then attack but don't kill Wilfrick, then during the combat, Wilfrick will summon 2 Overseers (Samson and Goliath) during one round, then 4 Verbobonc Guards during a later round, then the Guardian (Bathsheba) during a later round, and then finally 2 Verbobonc Mages during a later round. If you don't kill the 2 Verbobonc Mages before they get to act in the round after they appeared during the combat, then Wilfrick will escape and you will fail the 'Removing Wilfrick' quest.

    2x Cleric of Pelor (132 HP):
    2x Ring of Fire Resistnace, Minor
    2x Ring of Cold Resistance, Minor
    Large Masterwork Wooden Shield

    Bathsheba (Guardian) (317 HP):
    Masterwork Full Plate Armor
    Steel Shield +3

    Overseer (294 HP):
    Red Forge Plate
    Axiomatic Warhammer +2
    Steel Shield +2

    Overseer (315 HP):
    Axiomatic Warhammer +2
    Steel Shield +1
    Troll Bone Armor

    2x Verbobonc Mage (65 HP):
    2x Potion of Cure Serious Wounds
    2x Ring of Fire Resistance, Major
    2x Ring of Cold Resistance, Major

    Wilfrick (Lord Viscount) (130 HP):
    Holy Bastard Sword +1
    Ring of Fire Resistance, Major (6.0.1 NC only)
    Ring of Cold Resistance, Major (6.0.1 NC only)
    Masterwork Verbobonc Shield


    Robbery at the Hostel quest (Darlia's quest #1)

    Talk to Darlia (Manager) on the top floor of Zeebel's Maroon Moon)

    Lootable items:
    Troll Bone Armor (Bodyguard (65 HP))
    Dwarven Plate (Bodyguard (65 HP))


    Snitching on the Scarlet Brotherhood quest (see 'Narcing on the Scarlet Brotherhood' quest)


    Under Surveillance quest

    After you see a mysterious scarlet-robed person run to the exit and disappear (you need a high enough Spot skill) when your party appears on either the top floor of the Castle of the Lords, or the top floor of The Spruce Goose Inn (after you've rented the room to rest in), or the top floor of Jylee's Inn (after you buy the room upstairs from Jylee (Proprietor) in Jylee's Inn), talk to Darlia (Manager) on the top floor of Zeebel's Maroon Moon and question him about being followed.

    Originally posted by Gaear:



    Notable lootable items:


    Drainage Tunnels

    Ring of Chameleon Power (+10 Hide skill) (given to you by Lhizeas the Lizard Man if you converse with him)




    Zeebel's Maroon Moon (the Scarlet Brotherhood)

    Darlia (120 HP):
    Wakizashi +1
    Mithral Shirt
    Cloak of Resistance +1
    Katana +1
    Mithral Buckler
    Boots of Speed

    Lerrik (72 HP):
    Staff of Striking
    Amulet of Mighty Fists +3

    2x Waiter (66 HP):
    2x Amulet of Mighty Fists +1 (+1 to attack & damage with unarmed attacks or natural weapons)




    Ruined Church of Pelor (Hextorites)

    Priest (81 HP):
    Mace +1 (light mace)
    Full Plate +1
    Wand of Cure Light Wounds
    Wand of Hold Person

    3x Cleric (110 HP):
    3x Amulet of Mighty Fists +1
    3x Bracers of Armor +1
    Masterwork Quarterstaff
    2x Masterwork Kama




    Notable items that you can steal/loot when doing evil deeds

    Bella (Magic Merchant) (16 HP):
    Wand of Fireball (5th)
    Pale Blue Ioun Stone

    Canon Ramses (Priest of Pelor) (263 HP), casts SR[22]
    AC: 23 (+1 Dexterity Bonus (bonus reduced by Item: Magic Banded Armor), +6 Armor: Magic Banded Armor, +3 Enhancement: Magic Banded Armor, +3 Deflection: Magic Ring)
    Concentration check: +19 (+11 Initial Value, +4 Constitution, +4 Feat: Combat Casting)
    Lootable items:
    Scarab of Proof against Poison
    Holy Mace +1
    Ring of Protection +3
    Silver Banded Mail +3

    Lhizeas (Lizard Man) (57 HP) (in the drainage tunnels):
    Masterwork Heavy Pick

    Lieutenant Bethany (Ranger)
    Longbow +2
    Longsword +3
    Brown Leather Armor +3
    40 arrows +2

    Lydia
    Blue Elven Chain
    Shortsword +1
    Longsword +1
    Green Elven Chain
    Boots of Elvenkind
    Cloak of Elvenkind

    Knoll (Veteran)
    Amulet of Health +2
    Gauntlets of Ogre Power
    Spiked Chain +2
    Barbarian Armor +1
    Ring of Protection +2

    Prince Zook IV (Gnome Prince) (87 HP):
    Small Masterwork Steel Shield
    Masterwork Gnome Hooked Hammer
    Red Chainmail +2
     
    Last edited: Jun 28, 2015
  4. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    2.19 Frozen Assets quest and Under Attack from Underground quest

    Frozen Assets quest

    Talk to Wilfrick (Lord Viscount) in the Lord Viscount's chambers in City Hall during the day. Talk to Wilfrick after killing the old white dragon to complete this quest. (Wilfrick's quest #1)


    Under Attack from Underground quest

    Talk to Prince Zook IV (Gnome Prince) in the Gnome Quarter.



    Notable lootable items:

    Gnome Tunnels

    Drow Matriarch (126 HP) SR[22]:
    Rod of the Viper (Quarterstaff +2)
    Steel Shield +2

    3x Drow Fighter (120 HP) SR[19]:
    3x Black Plate
    3x Longsword +1

    Staff of Frost (Drow Wizard (50 HP) SR[19]) (Masterwork Quarterstaff)
    Staff of Fire (Drow Wizard (50 HP) SR[19]) (Masterwork Quarterstaff)
    Morningstar +1 (Drow Cleric (90 HP) SR[19])
    30 Bolts +1 (Drow Wizard (50 HP) SR[19])

    5x Drow Rogue (70 HP) SR[19]:
    5x Masterwork Chain Shirt
    5x Wooden Elvish Shield

    2x Drow Fighter (120 HP) SR[19]:
    2x Black Plate
    2x Longsword +2
    2x Cloak of Arachnida
    2x Masterwork Buckler


    Old White Dragon (573 HP), SR[18], DR (5/Magic), Immunity (Cold)
    AC: 31 (+23 Natural Armor, -2 Size Adjustment)
    Concentration check: +24 (+19 Initial Value, +5 Constitution Modifier)
    casts Fear (10 rounds) (Will save DC: 20)
    Breath Attack (6d6 Cold damage) (Reflex save DC: 18)
    Attack: +33/+26/+26/+26/+26 (bite1/claw/claw/bite2/bite2) (+2 Class, +24/+17/+17/+17/+17 Base Attack, +9 Strength modifier, -2 Size Adjustment)
    Damage: bite1: 2d8+9 (Strength modifier) (slashing & bludgeoning & piercing)
    Damage: claw: 2d6+4 (Strength bonus) (piercing & slashing)
    Damage: bite2: 1d8+4 (Strength bonus) (slashing & bludgeoning & piercing)



    2.20 The Rabbit Hole quest

    Once you have gotten the note from Prince Zook IV from the Verbobonc noticeboard, talk to Prince Zook IV (Gnome Prince) in the Gnome Quarter. The Rabbit Hole is only accessible through a secret door near the staircase on the second floor down from the ground floor of The Castle of the Lords. The rabbit hole requires a spot skill of 15 or greater. You also have to have gotten the quest to find Prince Zook's gem.

    In the Rabbit Hole, you will meet the gnome Uncle Orrengaard III (Prince Zook's relative) who will be able to give you hints (for a price) for completing 'The Gremlich' quest, the 'What Lies Beneath' quest, and maybe some other quests as well (such as 'The Slave Traders' quest).



    2.21 What Lies Beneath quest

    [​IMG]

    Read (use) the note from Captain Abiram on the noticeboard which is the Verbobonc signpost. Then talk to Captain Abiram (he is in the middle of Verbobonc City Hall). Buy and equip the Circlet of Discernment (Ah Fong has a 40% chance of having it for sale, and Senshock has a 50% chance of having it for sale if he has become a vendor in the Bazaar of the Bizarre) (or you can use the cheat code give 6482 which will place a Circlet of Discernment in a spare inventory slot of your currently selected character), then search for the 3 suspects in the Verbobonc drainage tunnels. Make sure that your talker has the Circlet of Discernment equipped while talking to the 3 suspects. Talk to Boroquin (the day steward) (he is only in the drainage tunnels during the day) (he is initially in the southwest corner of the drainage tunnels, then he patrols the drainage tunnels after you have encountered him), then successfully cast the spell Charm Person on him and talk to him again. Talk to Rakham (the night steward) (he is only in the drainage tunnels at night) (he is initially in the northwest corner of the drainage tunnels, then he patrols the drainage tunnels after you have encountered him), then successfully cast the spell Cause Fear on him and talk to him again. Find and talk to Panathaes (the asylum escapee) (he spawns in one of 8 different possible locations in the drainage tunnels) - he will attack you - during the combat, either successfully cast the spell Sleep on him or do enough nonlethal (subdual) damage to him in order to make him unconscious, then loot all of his items and read (use) his note. Then find the boy and girl (they spawn in one of 4 different possible locations in the drainage tunnels) and talk to them. You'll need to have a party size of 6 or less in order to be able to have the 2 children join your party so that you can take them up to the surface and then talk to Captain Abiram in order to complete the quest.

    The killer has a Child's Locket in his inventory, so if you steal it from him, then that will give you 1 possible piece of physical evidence that you need in order to convict the culprit, but I believe that you won't need it if you do everything else stated in the above paragraph instead (but I could be wrong).

    I believe that Panathaes only spawns after you have successfully interrogated both Boroquin and Rakham, and that the children only spawn after you have successfully interrogated Panathaes.

    Originally posted by Gaear:
    Originally posted by HeJason:


    2.22 3 Fugitives quests

    Wanted: Guntur Gladstone quest

    Talk to Captain Achan (Verbobonc Officer) in the Verbobonc corrections facility (i.e. the dungeon of the Town Constabulary).

    Gunter Gladstone is in the Spruce Goose Inn in Verbobonc.

    Gunter Gladstone:
    Shortsword +2
    Shortsword +1
    Tan Leather Armor +1


    Wanted: Kendrew Commonworth quest

    Talk to Captain Achan (Verbobonc Officer) in the Verbobonc corrections facility (i.e. the dungeon of the Town Constabulary).

    Kendrew Commonworth is in the Snake Pit (brothel/whorehouse) in Nulb.

    Kendrew Commonworth:
    Silver Breastplate +1
    Masterwork Greathammer


    Wanted: Quintus Corpus quest

    Talk to Captain Achan (Verbobonc Officer) in the Verbobonc corrections facility (i.e. the dungeon of the Town Constabulary).

    Quintus Corpus is upstairs in the Inn of the Welcome Wench in Hommlet.

    Quintus Corpus:
    Masterwork Half-Plate
    Bastard Sword +1


    When conversing with each fugitive, make a deal with each fugitive to let the fugitive escape on the condition that he will reveal the location of one of the other fugitives. The fugitive will temporarily join your party. You keep doing this until you are with all 3 fugitives, whereupon the fugitives will spring their trap and attack you. If, on the other hand, your party doesn't have enough empty NPC slots for 1 or 2 of the fugitives to join your party, then each fugitive will attack you individually or as a pair. Then return to the Verbobonc corrections facility and talk to Captain Achan in order to complete each fugitive quest. You may be able to select a dialogue option while conversing with Captain Achan that will reveal that Captain Achan deliberately let the fugitives escape so that you would kill them.


    2.23 Monster Mash quest

    Talk to the "Priest" in the cellar of the Ruined Church of Pelor and then talk to Canon Ramses (Priest of Pelor) on the top floor of the Cathedral of Pelor and mention the Hextorites. You need to talk to Canon Ramses after killing the Hextor cell in order to complete the quest.

    The Hextor cell is on the ground floor of the Temple of Elemental Evil.

    Originally posted by Philip:

    Priest of Hextor (162 HP) level 18
    AC: 20 (+1 Dexterity Modifier (bonus reduced by Item: Black Plate +1), +8 Armor: Black Plate +1, +1 Enhancement: Black Plate +1)
    casts a summoning spell each round (including the following monsters: Bebilith, Elder Fire Elemental, Elder Water Elemental, Fiendish Colossal Monstrous Spider, Hezrou, Leonal)


    Notable lootable items:

    2x Priest of Hextor (162 HP):
    2x Mace +1 (Light Mace)
    2x Black Plate +1

    2x Cleric of Pelor (108 HP):
    2x Masterwork Light Mace
    2x Black Breastplate +1

    2x Hextor Monk (110 HP):
    2x Amulet of Mighty Fists +1
    4x Masterwork Kama
    2x Bracers of Armor +1

    2x Hextor Monk (110 HP):
    2x Amulet of Mighty Fists +1
    2x Masterwork Quarterstaff
    2x Bracers of Armor +1

    2x Hextor Monk (110 HP):
    2x Amulet of Mighty Fists +1
    2x Bracers of Armor +1
     

    Attached Files:

    Last edited: Sep 8, 2014
  5. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

    2.24 The Gremlich quest

    This quest is triggered by completing the 'Ratting out the Hextorites' quest. This quest will only trigger after you either complete the 'Monster Mash' quest or get the Hextor Rat reputation. Talk to one of the guards outside city hall. Then talk to Mona (her home is the building next to Ah Fong's shop in Nulb). Then talk to Uncle Orrengaard III in the Rabbit Hole to find out how to kill the Gremlich. The Rabbit Hole is only accessible through a secret door near one of the staircases in the lower level of The Castle of the Lords. The Gremlich teases you a few times before attacking (so just exit the random encounters where you encounter nothing but hear screaming). After killing the Gremlich, you may have to return to and talk to Mona in order to complete the quest.

    How to defeat the Gremlich:

    Originally posted by Gaear:
    Originally posted by Ausdoerrt:
    The Gremlich (216 HP) DR(10/Holy) DResistance(7/-) DResistance(8/-) Immunity(Nonlethal) (10 foot reach)
    AC: 38 (+19 natural armor, -1 size adjustment, +10 Dexterity modifier)
    Attack: +18/+18/+18/+18 (+9 base attack, +10 Strength modifier, -1 size modifier) (..../..../Bite/....)
    Damage: Bite: 1d8+5 (Strength bonus) (slashing & bludgeoning & piercing)
    Fortitude save: +18 (+8 racial bonus, +10 Constitution modifier)
    hit automatically damages Strength and automatically poisons (Dragon Bile poison and Malyss Root Paste poison) (Fortitude save DC 26 and DC 16)



    2.25 Contract on Canon Thaddeus quest (evil quest)

    Talk to the "Priest" in the cellar of the Ruined Church of Pelor in Verbobonc.


    Notable lootable items:

    Canon Thaddeus (Priest of Pelor) (182 HP) SR[15]:
    Silver Banded Mail +1
    Ring of Protection +2
    Scarab of Protection (grants wearer Spell Resistance [15])
    Ring of Fire Resistance, Major
    Ring of Cold Resistance, Major
    Holy Mace +1

    2x Narwell Mage (50 HP):
    2x Ring of Fire Resistance, Major (6.0.1 NC only)
    2x Ring of Cold Resistance, Major (6.0.1 NC only)

    4x Cleric of Pelor (44 HP):
    4x Ring of Fire Resistance, Minor
    4x Ring of Cold Resistance, Minor

    18x Narwell Guard (120 HP):
    18x Ring of Fire Resistance, Minor (6.0.1 NC only)
    18x Ring of Cold Resistance, Minor (6.0.1 NC only)


    2.26 Moathouse Respawn and Gnarley Forest

    The Moathouse Respawn becomes accessible after you have completed at least one of the fugitive quests for Captain Achan in Verbobonc.

    Read (use) Captain Asaph's note that you receive by checking the noticeboard at the Verbobonc sign post.


    Moathouse Ruins

    As part of the Moathouse Respawn, the only thing that you need to do at the moathouse ruins is to kill the Witch and take her letter. You don't need to fight any of the other monsters at the moathouse ruins.

    There is plant creature named Mother in the swamp water outside the moathouse ruins. She looks exactly like a smaller version of Zuggtmoy. She is not hostile and will sell you potions.

    If you have the swamp lotus in your possession while talking to Mother, she may demand it from you. If you refuse to hand it over to her, then she will attack you.

    Notable items that NPC vendor sells:

    Mother (Swamp Denizen)

    Potion of Freedom of Movement
    Potion of Cure Critical Wounds
    Potion of Death Ward
    Potion of Repel Vermin
    Potion of Discern Lies
    Potion of Lesser Globe of Invulnerability
    Potion of Dimesion Door
    Potion of Fire Shield
    Potion of Remove Curse
    Potion of Restoration
    Potion of Protection From Arrows
    Potion of Barkskin
    Potion of Blur
    Potion of Cat's Grace
    Potion of Owl's Wisdom
    Potion of Delay Poison
    Potion of Remove Disease
    Potion of Greater Magic Fang
    Potion of Rage
    Potion of Displacement



    In the moathouse dungeon, there is a Nightwalker in the rightmost room where the bugbears were. The Nightwalker is an extremely powerful undead that can kill a character if they fail their Fortitude save against its deadly spell. It's not necessary to fight the Nightwalker.

    In Lareth's former barracks dwells an evil Witch who has lots of undead guards around her. There are some powerful undead guarding her that can paralyze your characters in melee.



    Blaspheme (undead) (246 HP), Immunity (Nonlethal)
    AC: 20 (+9 Natural Armor, +1 Dexterity Modifier)
    Attack: +18 (+8 Base Attack, +9 Strength Modifier, +1 Feat: Weapon Focus (Unarmed Strike))
    Damage: Bite (Slashing & Bludgeoning & Piercing) 1d8+9 (Strength Modifier)

    Blood Amniote (120 HP), DR(10/-), Immunity (Nonlethal/Slashing/Piercing)
    AC: 26 (+13 Natural Armor, -2 Size Adjustment, +5 Dexterity Modifier)
    Attack: +9 (+7 Base Attack, +4 Strength Modifier, -2 Size Adjustment)
    Damage: Slam (Bludgeoning): 2d6+4 (Strength Modifier)
    damages target's Constitution upon hitting target
    attaches to target upon hitting target
    splits in 2 if struck by slashing or piercing weapons

    Hulking Corpse (undead) (260 HP) DR(5/Magic), DR(5/Bludgeoning), Immunity (Nonlethal)
    AC: 21 (+12 Natural Armor, -1 Size Adjustment)
    Attack: +18/+13 (Bite/Claw) (+11/+6 Base Attack, +8 Strength Modifier, -1 Size Modifier)
    Damage: Bite (Slashing & Bludgeoning & Piercing) 2d6+8 (Strength Modifier)
    Damage: Claw (Piercing & Slashing) 1d6+4 (Strength Bonus)

    Mohrg (undead) (168 HP) Immunity (Nonlethal)
    AC: 23 (24) (+9 Natural Armor, +4 Dexterity Modifier) (+1 Feat: Dodge) (+4 Feat: Mobility)
    Attack: +12/+12 (+7 Base Attack, +5 Strength Modifier)
    Damage: Slam (Bludgeoning) 1d6+2 (Strength Bonus)
    Damage: Bite (Slashing & Bludgeoning & Piercing) +5 (Strength Modifier)
    Trip check: +5 (Strength Modifier)
    Special Attack: Paralysis
    bite or slam Fortitude save DC: 17 vs. paralysis

    Nightwalker (undead) (294 HP), SR[29], DR(15/Magic), DR(15/Silver), Immunity (Nonlethal/Cold)
    AC: 32 (+22 Natural Armor, -2 Size Adjustment, +2 Dexterity Modifier)
    Attack: +24/+24 (Slam/Slam) (+12 Base Attack, +14 Strength Modifier, -2 Size Adjustment)
    Damage: Slam (Bludgeoning): 2d6+14 (Strength Modifier)
    Concentration check: +8 (+14 Initial Value, -6 Constitution Modifier)
    casts Desecrate
    casts Fear (Will save DC:15) (lasts for 10 rounds)
    casts (Finger of Death?) (Fortitude save DC: 15)

    Witch (70 HP):
    Iolo's Joy (Repeating Crossbow +2; +1d6 sonic damage)
    Amulet of Natural Armor +2
    Dagger +2
    Bracers of Armor +2


    Gnarley Forest

    Read (use) the witch's letter to travel to the Gnarley Forest. You cannot return to the Gnarley Forest once you leave it.

    If for some reason you lose the witch's letter before you read it (you need it to complete the Moathouse Respawn), then you can use the following cheat code to get the letter back in your inventory:

    give 11098


    Notable lootable items:

    Drow Leader (132 HP) SR[20]:
    Longsword +2
    Boots of Elvenkind

    Drow Fighter (96 HP) SR[18]:
    Masterwork Greatsword
    Boots of Elvenkind

    Drow Cleric (72 HP) SR[18]:
    Masterwork Heavy Flail
    Boots of Elvenkind

    Drow Rogue (56 HP) SR[18]:
    Masterwork Longsword
    Boots of Elvenkind
    Masterwork Chain Shirt

    Drow Wizard (40 HP) SR[18]:
    Masterwork Light Crossbow
    Boots of Elvenkind
    24 Silver Bolts


    If you rescue the Witch, then she will offer you 1 of the following:

    Ring of Resonance (once per day, restores all used Wizard spells that wearer had memorized) (you can get the Ring of Resonance either by stealing it from her, killing her, or talking to her (and then asking her if she will be alright) and then buying it from her for more than 20,000 gold)
    Ring of Force Shield (+2 shield bonus to AC)
    Morningstar +1
    Periapt of Wound Closure (Regeneration like a troll)
    Scroll of Disintegrate (Wizard Spell Level 6)
    Diamond & Black Pearl


    2.27 Hickory Branch

    Hickory Branch becomes accessible after you have completed the 'Season of the Witch' quest (i.e. the Moathouse Respawn).

    Read (use) Captain Asaph's note that you receive by checking the noticeboard at the Verbobonc sign post. Then while travelling on the world map, you will eventually get a random encounter with a Ranger who (upon talking to her) will add the location of Hickory Branch to your world map.

    In the centre of Hickory Branch (just to the right of the bridges) is a MASSIVE army! There are SO many critters in this army that getting into combat against this army causes most of the critters to be inactive during the majority of the combat due to a limitation in this computer game (only 32 critters (including your characters) can be active in the combat queue). There is a rune field to the right of this army. If your party moves over the rune field while visible, then your party will take damage from exploding runes EVERY turn during combat! To avoid this rune field, make one of your characters invisible (or sneak) and move the character across one of the bridges to the left side of Hickory Branch and enter the crypt which is in the lower left area of Hickory Branch. When you map change, ALL of the characters in your party will appear in the crypt (thus allowing your party to bypass the rune field). There is a fiendish minotaur (named Noostoron) in the crypt. It's best to fight the massive army from the left side of Hickory Branch - that way, you avoid the rune field.

    There is a pit on the left side of Hickory Branch. Any critter who moves onto the muddy patches on either side of the pit will immediately slide down into the pit. There is a chest in the middle of the pit that has a scroll of Dimension Door and 2 potions of Dimension Door that allow any of your characters to exit the pit. Don't waste these items - just have one of your characters who isn't stuck in the pit enter the crypt and, again, all of the characters in your party will appear in the crypt, thus escaping the pit.

    Lord Hungous is in the cave at the left edge of the map. Make no mistake, this will be a tough combat! The Orc Warlock and the Orc Witch will start casting death spells at your characters if you don't take them out quickly enough. Don't let Lord Hungous full attack any of your characters because he does insane amounts of damage when he full attacks! Once you have killed Lord Hungous, when you exit the cave, you will fight all of the sergeants. After this combat, you will hear a scream. There is now a lich (named Angra Mainyu) just left of the centre of Hickory Branch. The lich can be deadly in the combat against it! After you kill the lich, you need to find and destroy the lich's phylactery in order to permanently destroy the lich.

    Location of Angra Mainyu's (the lich's) phylactery:

    Originally posted by Gaear:
    The image below indicates the 12 possible locations of the lich's phylactery.

    [​IMG]

    [​IMG]

    After the random encounter with the Ranger, Bethany spends the rest of the game in the Verbobonc Constabulary. You talk to her in order to complete this quest (but be warned - as soon as you talk to her and complete this quest, Bethany charges your party a fee (of 200 gold?) EVERY time that your party arrives at Verbobonc for the rest of the game! (and maybe EVERY time that your party exits a building in Verbobonc!)).

    Originally posted by marc1967:
    The Officer's Club has not been implemented in the Circle of Eight Modpack New Content Edition yet.


    Notable lootable items:

    (incomplete)

    Chest (in pit):
    scroll of Dimension Door
    2x Potion of Dimension Door

    Fine Chest (in crypt):
    Silver Sword of Chaos (Silver Anarchic Bastard Sword +1; Freedom of Movement)
    Helm of Midnight (+2 Spot & Listen)
    Robes of Midnight (+2 deflection bonus to AC; +2 Intimidate & Hide & Move Silently; Invisibility as a Ring of Invisibility)

    Unholy Longbow +2 (unknown critter)

    Angra Mainyu (Lich) (128 HP) (undead) DR(15/Bludgeoning) DR(15/Magic) Immunity(Nonlethal/Cold/Electricity)
    AC: 26 (+5 natural armor, +1 Dexterity bonus, +5 Deflection: Magic Ring, +5 Armor: Magic Bracers)
    Attack: +22 (+2 base attack, +10 class, +8 Divine Power, +2 Strength modifier)
    Damage: 1d6+8 (+3 Strength bonus, +5 Enhancement: Unholy Quarterstaff +5) +1d8+5 (Extraordinary Ability (Cold)) and target must make Fortitude save DC 20
    casts ? (ranged touch attack) Fortitude save DC 21 and Fortitude save DC 20 (take 5d6 Force damage if make both saves)
    casts ?
    casts Feeblemind
    casts Blasphemy (Fortitude save DC 24 and Fortitude save DC 20 versus paralysis and/or ?)
    casts Divine Power
    Tumble check: +8 (+5 initial value, +3 Dexterity bonus)
    Lootable items (note: these items only appear on the ground where the lich was slain after corpses have disappeared on the Hickory Branch exterior map):
    Bracers of Armor +5
    Ring of Protection +5
    Unholy Quarterstaff +5

    Captain Krunch (Orc Captain) (150 HP)
    AC: 22 (+1 Dexterity bonus, +8 armor: Troll Bone Armor, +1 deflection: magic ring +2, shield:wooden orcish shield)
    Attack: +27/+22/+17 (+15 class, +5 Strength modifier, +1 feat: weapon focus (warhammer), +4 Greater Heroism, +2 enhancement: magic warhammer)
    Damage: 1d8+9 (+5 Strength modifer, +2 feat: weapon specialization (warhammer), +2 enhancement: magic warhammer) +2 (favored enemy (human))
    Lootable items:
    Warhammer +2
    Troll Bone Armor
    Ring of Protection +1

    Lieutenant Ruff (Orc Lieutenant) (194 HP)
    Falchion +2
    Troll Bone Armor

    Lord Hungous (Orc Commander) (216 HP) (252 HP Barbarian Rage)
    Attack: +34/+29/+24/+19 (+9 Class, +9 Class, +8 Strength Modifier, +1 Feat: Weapon Focus (Orc Double Axe), +4 Greater Heroism, +3 Enhancement: Magic Double Axe)
    Damage: Weapon: Magic Double Axe (Slashing): 1d8+17 (+12 Strength Bonus, +2 Feat: Weapon Specialization (Orc Double Axe), +3 Enhancement: Magic Double Axe) +2d6 (Item: Magic Double Axe (Slashing))
    AC: 21 (+3 Dexterity bonus, +8 Armor: Mithral Plate, +2 Deflection: Magic Ring, -2 Barbarian Rage)
    Lootable items:
    Unholy Orc Double Axe +3
    Mithral Plate
    Ring of Protection +2
    Non-conductive Metal Orcish Shield +1

    Noostoron (Fiendish Minotaur) (336 HP) SR[11] DR(10/Magic) DR(2/-) DResistance(10/-) DResistance(10/-)
    AC: 22 (+10 natural armor, -1 size adjustment, +3 Dexterity modifier)
    Attack: +28/+23/+23 (Claw/..../Gore) (+18 class, +6/+1/+1 base attack, +5 Strength modifier, -1 size adjustment)
    Damage: Claw: 3d6+7 (+5 Strength modifier) (piercing & slashing)
    Damage: Gore: 1d8+2 (Strength bonus) (piercing)
    casts Stoneskin (DR Points: 150) (Invulnerable(10/Adamantium))

    8x Orc Archer (88 HP)
    Longbow of Flame +1 or Longbow +1 or nothing
    8x 80 arrows

    2x Orc Assassin (114 HP) (level 12)
    2x Longsword +2
    2x Shortsword +2
    2x Ring of Protection +1
    2x Mithral Shirt

    7x Orc Bowman (57 HP)
    Longbow +1 or Masterwork Longbow or Longbow
    7x 80 arrows

    Orc Dominator (144 HP) (168 HP Barbarian Rage)
    Falchion +2
    Marauder Armor +2

    10x Orc Fighter
    10x Masterwork Falchion
    random armor from the following list:
    Masterwork Leather Scale Armor
    Masterwork Scale Mail
    Masterwork Studded Leather

    6x Orc Marksman (112 HP)
    Unholy Longbow of Electricity +2 or Longbow +2
    6x Gloves of Dexterity +6
    6x 80 arrows +2

    3x Orc Medium (90 HP)
    3x Masterwork Heavy Mace
    3x Troll Bone Armor
    3x Cloak of Resistance +2, Orange

    2x Orc Murderer (138 HP)
    2x Heavy Saber +2
    2x Chain Shirt +1

    3x Orc Sergeant (97 HP)
    3x Falchion +1

    3x Orc Shaman (60 HP)
    3x Troll Bone Armor
    3x Cloak of Resistance +2, Fur

    12x Orc Sniper (96 HP)
    Longbow of Frost +2 or Longbow +2 or Longbow +1 or Masterwork Longbow
    Gloves of Dexterity +4
    12x 80 arrows +1

    6x Orc Theurgist (120 HP)
    6x Unholy Heavy Mace
    6x Troll Bone Armor
    6x Cloak of Resistance +2, Red

    2x Orc Trainer (132 HP) (level 12)
    2x Spiked Chain +2
    2x Barbarian Armor +1

    Orc Warlock (150 HP)
    Unholy Heavy Mace
    Troll Bone Armor
    Ring of Protection +1
    Metal Orcish Shield +1

    Orc Witch (84 HP)
    Ring of Protection +2
    Bracers of Armor +2

    Sergeant Boonthag (Bugbear Sergeant) (202 HP)
    Chain Shirt +3

    Sergeant Ergo (Ogre Sergeant) (243 HP) (277 HP Barbarian Rage)
    AC: 19 (+12 natural armor, -1 size adjustment, -2 Barbarian Rage)
    Attack: +27/+22/+17/+12 (+3 base attack, +5 class, +8 class, +11 Strength modifier, -1 size adjustment, +1 feat: Weapon Focus (Greatclub))
    Damage: 2d8+18 (+16 Strength, +2 feat: Weapon Specializtion (Greatclub))

    Sergeant Kallop (Gnoll Sergeant) (168 HP)
    Chain Shirt +3

    Sergeant Naig Lliht (Hill Giant Sergeant) (200 HP)
    AC: 17 (+9 natural armor, -1 size adjustment, -1 Dexterity modifier)
    Attack: +19/+14/+9 (+9 base attack, +4 class, +7 Strength, -1 size adjustment)
    Damage: 3d6+10 (Strength bonus) Hill Giant Maul (bludgeoning)


    Originally posted by Sitra Achara:
     

    Attached Files:

    Last edited: Jun 28, 2015
  6. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

    2.28 The Slave Traders quest

    Talk to Wilfrick (Lord Viscount) in the Lord Viscount's chambers in City Hall during the day. (Wilfrick's quest #2)

    The slave traders are in the bottom right corner of Emridy Meadows.

    You can avoid having one of your characters automatically killed before the combat with the slave traders begins by choosing the dialogue option to attack as soon as you can while conversing with the leader of the slave traders.

    Originally posted by Gaear:
    If you attack and kill the slave traders without talking with them first, then the Verbobonc law enforcers will consider you a murderer of the rescuers of the child slaves and arrest you when you return to Verbobonc, and then offer you the choice to buy your freedom.

    Originally posted by Gaear:
    There is a gap below the slave traders that allows the player to move his/her characters one at a time around behind the slave traders so that the player's party can attack the slave traders from behind. This makes the archer in the slave traders incredibly vulnerable.


    The Slave Traders:

    Abaddon (Priest) (190 HP)
    AC: ? (? Dexterity Modifier, +2 Item: Magic Amulet, +5 Armor: Magic Chainmail, +1 Enhancement: Magic Chainmail, +2 Deflection: Magic Ring, +2 Shield: Magic Shield, +2 Enhancement: Magic Shield)
    Lootable items:
    Incandescent Blue Ioun Stone (+2 Wisdom)
    Amulet of Natural Armor +2
    Chilled Light Mace
    Ring of Protection +2
    Steel Shield +2
    Ring of Freedom of Movement
    Fine Chainmail +1

    Gadham (Warrior) (304 HP)
    AC: 21 (22) (+1 Dexterity Modifier (bonus reduced by Item: Magic Banded Armor), +2 Item: Magic Amulet, +6 Armor: Magic Banded Armor, +1 Enhancement: Magic Banded Armor, +2 Deflection: Magic Ring, +4 Shield: Masterwork Metal Tower Shield) (+1 Feat: Dodge) (+4 Feat: Mobility)
    Attack: +27/+22/+17/+12 (+18 Class, +5 Strength, +1 Feat: Greater Weapon Focus (Bastard Sword), +1 Feat: Weapon Focus (Bastard Sword), +2 Enhancement: Magic Bastard Sword)
    Damage: Weapon: Magic Bastard Sword (Slashing) 1d10+9 (+5 Strength Modifier, +2 Feat: Weapon Specialization (Bastard Sword), +2 Enhancement: Magic Bastard Sword) +1d6 (Item: Magic Bastard Sword (Electricity))
    Lootable items:
    Pink Ioun Stone (+2 Constitution)
    Amulet of Natural Armor +2 (enhancement bonus)
    Conductive Bastard Sword
    Ring of Protection +2
    Masterwork Metal Tower Shield
    Gauntlets of Ogre Power
    Ring of Freedom of Movement
    Black Banded Mail +1

    Gershom (Rogue) (209 HP)
    AC: 23 (+6 Dexterity Modifier (bonus reduced by Item: Magic Leather Armor), +2 Item: Magic Amulet, +2 Armor: Magic Leather Armor, +1 Enhancement: Magic Leather Armor, +2 Deflection: Magic Ring)
    Attack: +30/+25/+20/+15 (+10 Class, +7 Class, +6 Dexterity Modifier, +1 Feat: Point Blank Shot, +1 Feat: Weapon Focus (Longbow), +3 Enhancement: Arrows +3, +2 Item: Magic Bracers)
    Damage: Weapon: Magic Longbow (Piercing) 1d8+9 (+1 Feat: Point Blank Shot, +2 Feat: Weapon Specialization (Longbow), +3 Enhancement: Arrows +3, +1 Item: Magic Bracers) + 1d6 (Item: Magic Longbow (Cold)) (+2 Favored Enemy (Elf))
    Will save: +6 (+3 Class, +3 Class)
    Lootable items:
    Gloves of Dexterity +2
    Tan Leather Armor +1
    Ring of Freedom of Movement
    20 Arrows +1
    40 Arrows +2
    20 Arrows +3
    Bracers of Archery, Greater
    Frozen Longbow
    Amulet of Natural Armor +2
    Ring of Protection +2

    Kenan-Be'thuel (Warrior) (294 HP)
    Attack +29/+24/+19/+14 (+20 Class, +6 Strength Modifier, +1 Feat: Greater Weapon Focus (Battleaxe), +1 Feat: Weapon Focus (Battleaxe), +1 Enhancement: Magic Battleaxe)
    Damage: 1d8+9 (+6 Strength Modifier, +2 Feat: Weapon Specialization (Battleaxe), +1 Enhancement: Magic Battleaxe), Weapon: Magic Battleaxe (Slashing)
    Trip check: +6 (Strength Modifier)
    Lootable items:
    Pale Blue Ioun Stone (+2 Strength)
    Amulet of Natural Armor +2
    Voltaic Battleaxe
    Ring of Protection +2
    Steel Shield +2
    Gauntlets of Ogre Power
    Ring of Freedom of Movement
    Black Plate +1

    Persis (Barbarian) (304 HP) (342 HP with Barbarian Rage)
    Attack +29/+24/+19/+14 (+18 Class, +9 Strength Modifier, +1 Feat: Weapon Focus (Spiked Chain), +1 Masterwork Weapon: Masterwork Spiked Chain), Weapon: Masterwork Spiked Chain (Piercing)
    Damage: 2d4+15 (+13 Strength Bonus, +2 Feat: Weapon Specialization (Spiked Chain))
    Will save: +8 (+6 Class, +2 Barbarian Rage)
    Trip check: +9 (Strength Modifier)
    Lootable items:
    Amulet of Natural Armor +2
    Scalded Spiked Chain
    Ring of Protection +2
    Barbarian Armor +1
    Gauntlets of Ogre Power (+2 Strength)
    Ring of Freedom of Movement

    Sharar-be-L'ial (Rogue) (152 HP)
    AC: 24 (+6 Dexterity Modifier (bonus reduced by Item: Magic Leather Armor), +1 Feat: Two-Weapon Defense, +2 Item: Magic Amulet, +2 Armor: Magic Leather Armor, +1 Enhancement: Magic Leather Armor, +2 Deflection: Magic Ring)
    Attack: +19/+20/+14/+15/+9 (Kukri/Shortsword/Kukri/Shortsword/Kukri)
    Kukri (+13 Class, -6 Dual Wield, +2 Light Off Hand Weapon, +2 Feat: Two-Weapon Fighting, +6 Dexterity Modifier: Weapon Finesse, +2 Enhancement: Magic Kukri)
    Shortword (+13 Class, -10 Off Hand, +2 Light Off Hand Weapon, +6 Feat: Two-Weapon Fighting, +6 Dexterity Modifier: Weapon Finesse, +1 Feat: Weapon Focus (Shortsword), +2 Enhancement: Magic Shortsword)
    Damage: Kukri (Slashing) 1d4+4 (+2 Strength Modifier, +2 Enhancement: Magic Kukri)
    Damage: Shortsword (Piercing) 1d6+3 (+1 Strength Bonus, +2 Enhancement: Magic Shortsword)
    Lootable items:
    Deep Red Ioun Stone (+2 Dexterity)
    Amulet of Natural Armor +2
    Kukri +2
    Black Leather Armor +1
    Ring of Freedom of Movement
    Gloves of Dexterity +2
    Ring of Protection +2
    Shortsword +2

    Tarah-ka-Turah (Sorceress) (198 HP)
    AC: 28 (+4 Dexterity Modifier, +5 Item: Magic Amulet, +4 Deflection: Magic Ring, +5 Armor: Magic Bracers)
    Concentration check: +13 (+9 Initial Value, +4 Consitution Modifier)
    casts Greater Invisibility, Magic Circle against Good?, Finger of Death? (Fortitude save DC:20 vs. death)
    Lootable items:
    Scarlet & Red Ioun Stone (+2 Intelligence)
    Ring of Freedom of Movement
    Bracers of Armor +5
    Smelted Longsword
    Amulet of Natural Armor +5
    Belt of Giant Strength +4
    Ring of Protection +4


    2.29 The War of the Golden Skull

    The War of the Golden Skull becomes accessible after you have completed Wilfrick's first two quests - 'Frozen Assets' and 'The Slave Traders'. 'War of the Golden Skull' is the third quest given out by Wilfrick.

    You don't need the Orb of Golden Death in your possession in order to do the 'War of the Golden Skull'.

    Ariakas is in building #12 (Town Defense) (Kenter Nevet's home) in Hommlet.

    You can't rest during the War of the Golden Skull, so:

    Originally posted by wizgeorge:
    Originally posted by Gaear:
    War of the Golden Skull: Attacker quest (evil quest)

    You can only trigger this quest if you have a PC who worships Hextor. Start the 'War of the Golden Skull: Defender' quest, then have your party leader (who worships Hextor) talk to Wakefield (Hextor Priest).

    Originally posted by Gaear:
    During the War of the Golden Skull, the good NPCs and soldiers in Hommlet are all standing in the cellars (underground levels) of the main buildings (i.e. the cellar of the Inn of the Welcome Wench, the dungeon of Burne's Guard Tower, one of the levels in the Church of St. Cuthbert, Jaroo's Grove, etc.).

    If you complete the 'War of the Golden Skull: Attacker' quest, then you will be unable to do the 'Tools of the Trade' quest, the 'Of Castles and Quarries' quest, the 'Lords and Ladies' quest, and the 'Demons and Demigods' quest, and Fireforge won't become a vendor in Verbobonc, and the guards and citizens of Verbobonc will attack you on sight.


    War of the Golden Skull: Defender quest

    Talk to Ariakas in Kenter Nevets' (Town Elder's) home (Town Defense) in Hommlet, then wait in Hommlet for two days, then revisit Ariakas at night. The requirements are that it only happens at night, and that it doesn't kick in for two days. (Wilfrick's quest #3)

    Originally posted by Gaear:

    Town Defense

    Masterwork Sling (Hextor Enchantress) (78 HP) SR[22]

    Wakefield (Hextor Priest) (231 HP) SR[20]:
    Black Rod (+2 light mace; can cast Inflict Serious Wounds, Magic Circle vs. Good, Animate Dead. Each casting uses one charge)
    Black Plate
    Masterwork Metal Tower Shield

    Hextor Elementalist (72 HP) SR[15] DR Points: 140
    Masterwork Light Crossbow
    Ring of Protection +2
    Robes of Midnight
    Bracers of Armor +3


    Church of St. Cuthbert

    30 Bolts +1 (Hextor Cleric) (120 HP) SR[15]


    Guard Tower

    30 Bolts +1 (Hextor Cleric) (120 HP) SR[15]


    Grove

    30 Bolts +1 (Hextor Cleric) (120 HP) SR[15]


    Welcome Wench Inn

    30 Bolts +1 (Hextor Cleric) (120 HP) SR[15]


    Ariakas (note: you can only choose 1 of the following as a reward for completing 'War of the Golden Skull: Defender'):

    Longspear +2
    Halberd +2
    Greataxe +2
    Flail +2
    Scimitar +2
    Bastard Sword +2
    Dwarven Waraxe +2
    Gnome Hooked Hammer +2

    If you complete the 'War of the Golden Skull: Defender' quest, then Ariakas will tell you that Lady Asherah has offered you an audience with her. If you accept her offer, then you are able to do the 'Lords and Ladies' quest and the 'Demons and Demigods' quest.


    2.30 Tools of the Trade quest and Hommlet Quarry

    You need to have completed the 'War of the Golden Skull: Defender' quest and then to have talked to Ariakas afterwards in order for Fireforge the dwarf blacksmith to appear in the game, otherwise you won't be able to do the 'Tools of the Trade' and 'Of Castles and Quarries' quests.

    Talk to Fireforge (Blacksmith) upstairs in the Inn of the Welcome Wench. You may need to talk to him twice in order for the Hommlet Quarry to be added to your world map.

    Fireforge will ask you to retrieve mithril tools for him. An evil, exiled dwarf king named King Battlehammer has the mithril tools. Battlehammer is inside a cave at the Hommlet quarry. Returning the mithril tools to Fireforge causes Fireforge to relocate to Verbobonc where he will spend the rest of the game trading items near the building just above and to the left of the Castle of the Lords.


    Notable lootable item when doing evil deeds:

    Fireforge (Dwarf Blacksmith) (168 HP) Spell Resistance [20]
    Masterwork Light Mace


    Hommlet Quarry

    To travel to the Hommlet Quarry, you have to left-click on the text of the name of the place on the right side of the world map interface.


    Notable lootable items:

    Drow Ranger (210 HP) SR[22]:
    Icing Death (scimitar +3, delivers a frost attack to its opponents)
    Twinkle (scimitar +3, +2 Defending bonus, so lightweight & well balanced that it is considered a small weapon)
    Cloak of Elvenkind
    Boots of Speed
    Gloves of Dexterity +6
    Black Elven Chain (+8 AC, max. dex bonus: +8, Weight: 15, ACP: -3, SF: 5%)

    King Battlehammer (Dwarf King) (252 HP), Spell Resistance [20], DR (3/-):
    Dwarven Plate +2
    Dwarven Forge Gauntlets (elemental resistance +10 against fire; cast Produce Flames once per day)
    Abbathor's Great Hammer +1 (Unholy Axiomatic Defending)
    Wooden Shield +4

    25x Dwarf Warrior (210 HP) SR[16]:
    25x Dwarven Plate


    2.31 Water Node

    You enter the Water Node by activating the aqua (green/blue) portal in the Greater Temple (Temple of Elemental Evil dungeon level 4).

    Once you enter any of the 4 elemental nodes, the only way to leave the nodes is to either activate the portal behind the Demon Guardian or by casting the spell Teleport.

    Originally posted by Sitra Achara:
    There are 2 huge, powerful monsters that can paralyze your entire party just to the right of where your party appears in the Water Node.

    There are 4 Ice Tyrants to the lower right of where your party appears in the Water Node. If you intend to kill the Ice Tyrants, then it's best to only have your rogue(s) approach the Ice Tyrants because your rogue(s) has the best chance of evading their Cones of Cold.

    The Hezrou Guardian and exit portal are above where your party appears in the Water Node.

    The Hezrou Guardian has one weakness: holy weapons. The easiest way to defeat the Hezrou Guardian is to arm all of the characters in your party with holy weapons.

    You don't have to kill the demon guardians in order to obtain the magic gems that they are guarding. It's possible for an invisible character to pickpocket the magic gem from each demon guardian in the elemental nodes.

    Originally posted by Daryk:



    Notable lootable items:

    7x Grank's Bandit:
    7x Masterwork Shortsword
    7x Masterwork Rapier


    Hezrou Guardian (273 HP), SR[19], DR (10/Holy), DResistance (10/-), Immunity (Electricity)
    AC: 23 (+14 Natural Armor, -1 Size Adjustment)
    Concentration check: +28 (+18 Initial Value, +10 Constitution Modifier)
    Hezrou Stench (100 rounds) Fortitude save DC: 24 vs. Sickened! Staggered!
    casts Summon Hezrou
    casts Unholy Blight (2 rounds)
    casts Chaos Hammer (6 rounds)
    Lootable item:
    Water Elemental Power Gem

    Ice Tyrant (Beholder-kin) (132 HP), Immunity (Cold), Caster Level: 11
    AC: 26 (+15 Natural Armor, -1 Size Adjustment, +2 Dexterity Modifier)
    Cone of Cold (22d6 Cold damage) (Reflex save DC: 14)


    2.32 Fire Node

    You enter the Fire Node by activating the red portal in the Greater Temple (Temple of Elemental Evil dungeon level 4).

    Once you enter any of the 4 elemental nodes, the only way to leave the nodes is to either activate the portal behind the Demon Guardian or by casting the spell Teleport.

    Originally posted by Sitra Achara:
    Originally posted by Zalmoxes:
    Noble Salamanders and Fire Toads and the Balor Guardian will do fire damage to any character who hits them in melee.

    There are 6 Noble Salamanders guarding a chest at the right edge of the Fire Node.

    The Balor Guardian and exit portal are above where your party appears in the Fire Node.

    You don't have to kill the demon guardians in order to obtain the magic gems that they are guarding. It's possible for an invisible character to pickpocket the magic gem from each demon guardian in the elemental nodes.

    The Balor Guardian has one weakness: holy weapons. The easiest way to defeat the Balor Guardian is to arm all of the characters in your party with holy weapons.

    Position ALL of your characters JUST out of range of where the Balor Guardian triggers dialogue with your party. Then cast the following buffing spells just before you enter combat (in the following order):
    Protection From Evil (makes the recipient immune to Charm/Dominate spells)
    Death Ward (makes the recipient immune to death spells)
    Enlarge Person
    Greater Heroism (makes the recipient immune to fear) (characters that have at least 3 paladin levels are immune to fear)
    Prayer (make sure that you get everybody within the radius of the spell, including the Balor Guardian and the Efreet)
    Haste

    Originally posted by Daryk:




    Notable lootable items:

    Chest in Fire Node (Open Lock DC: 40)

    Chest:
    Holy Greataxe +1
    Amulet of Wisdom +4
    Wand of Cure Moderate Wounds
    Scroll of Raise Dead


    Balor Guardian (360 HP), SR[28], DR (15/Holy; Cold), DResistance (10/-), Immunity (Fire/Electricity/Nonlethal), Caster Level: 20, unaffected by Cloudkill spell
    AC: 36 (+20 Natural Armor, -1 Size Adjustment, +7 Dexterity Modifier)
    Attack: +33 (+20 Base Attack, +12 Strength Modifier, -1 Size Adjustment, +1 Feat: Weapon Focus (Longsword), +1 Enhancement: Magic Longsword)
    Damage: Weapon: Magic Longsword (Slashing) 2d6+19 (+18 Strength Bonus, +1 Enhancement: Magic Longsword) +1d6 (Item: Magic Longsword (Fire))
    Concentration check: +33 (+23 Initial Value, +10 Constitution Modifier)
    Attacker receives 1d6 heat damage if attacker hits Balor Guardian while close to the Balor Guardian.
    summons Glabrezu or Balor
    casts Fear (10 rounds) (DC: 25)
    casts Dominate Monster (12000 rounds) (Will save DC: 27)
    casts Dispel Magic (DC: 23 or 26)
    casts Finger of Death? (Fortitude save DC: 18)
    Lootable item:
    Fire Elemental Power Gem
     
    Last edited: Jul 14, 2015
  7. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

    2.33 Demons and Demigods quest

    Talk to Lady Asherah. She's in the house to the left of the Ruined Church of Pelor in Verbobonc. You only get access to Lady Asherah after completing the 'War of the Golden Skull: Defender' quest.

    When you talk to Lady Asherah, you will be teleported to the Verbobonc arena where you will immediately start a combat against 4 opponents.

    Your party alignment determines which 4 opponents that you face in the 'Demons & Demigods' quest.

    Originally posted by Gaear:
    Once you have killed the 4 opponents, when you return to Lady Asherah's home, there is a random chance that either of 2 things will happen (note: you have no control over this!):
    1. You will be too late to save Lady Asherah and she will die while you speak to her; or
    2. You save Lady Asherah and complete the quest.

    When fighting the Balors, it is imperative that none of your party's characters get dominated by a Balor or that you break the enchantment of a dominated character as soon as possible, otherwise the game will CTD (crash to desktop) during the combat.


    Balor Guardian (360 HP), SR[28], DR (15/Holy; Cold), DResistance (10/-), Immunity (Fire/Electricity/Nonlethal), Caster Level: 20, unaffected by Cloudkill spell
    AC: 36 (+20 Natural Armor, -1 Size Adjustment, +7 Dexterity Modifier)
    Attack: +33 (+20 Base Attack, +12 Strength Modifier, -1 Size Adjustment, +1 Feat: Weapon Focus (Longsword), +1 Enhancement: Magic Longsword)
    Damage: Weapon: Magic Longsword (Slashing) 2d6+19 (+18 Strength Bonus, +1 Enhancement: Magic Longsword) +1d6 (Item: Magic Longsword (Fire))
    Concentration check: +33 (+23 Initial Value, +10 Constitution Modifier)
    Attacker receives 1d6 heat damage if attacker hits Balor Guardian while close to the Balor Guardian.
    summons Glabrezu or Balor
    casts Fear (10 rounds) (DC: 25)
    casts Dominate Monster (12000 rounds) (Will save DC: 27)
    casts Dispel Magic (DC: 23 or 26)
    casts Finger of Death? (Fortitude save DC: 18)


    Iuz (780 HP) SR[35]
    Chaotic Evil male human level 20 cleric / level 10 rogue (outsider, extraplanar)
    Strength: 42
    Dexterity: 24
    Constitution: 26
    Intelligence: 24
    Wisdom: 31
    Charisma: 24
    Cleric Domains: Evil, Destruction
    Special Quality: Damage Reduction (15/-)
    Special Quality: Spell Resistance [35]
    Special Quality: Immunity (Poison/Electricity/Acid/Cold/Confusion)
    Special Quality: Untripable
    Special Attack: Smiting
    Special Quality: Energy Resistance (Fire: 10)
    Special Quality: Stable
    Special Quality: Deflection Bonus: 10
    Special Quality: ability same as a 'Ring of freedom of movement'
    Challenge Rating: 50
    Save vs. Reflexes: 15 (this is probably added to his Dexterity Modifer to give his actual Reflex Save)
    Save vs. Fortitude: 15 (this is probably added to his Constitution Modifer to give his actual Fortitude Save)
    Save vs. Willpower: 15 (this is probably added to his Wisdom Modifer to give his actual Willpower Save)
    Attack: +62/+57/+52/+47/+56/+48/+51/+43/+46 (+20 Base Atack, +15 Class, +7 Class, +16 Strength Modifier, +1 Feat: Weapon Focus (Greatsword), +3 Enhancement: Iuz's Greatsword) (-6 Dual Wield) (-10 Off Hand)
    Damage: weapon: Iuz's Greatsword (Slashing) 2d6+27 (+24 Strength bonus, +3 (Enhancement: Iuz's Greatsword)) +2d6 (against Lawful targets only) +2d6 (against Good targets only)
    AC: 43 (44) (+16 Natural Armor, +7 Dexterity modifier, +10 Deflection bonus) (+1 Feat: Dodge)
    Hit Dice: 50
    Feats: Combat Reflexes, Crippling Strike, Weapon Focus (Greatsword), Spring Attack, Improved Critical (Greatsword), Cleave, Great Cleave, Improved Initiative, Mobility, Dodge
    Skill ranks: Bluff: 53, Concentration: 53, Hide: 53, Move Silently: 53, Sense Motive: 53, Tumble: 53, Spot: 53, Listen: 53, Search: 53, Spellcraft: 53
    Spells: Animate Dead


    St. Cuthbert
    Lawful Neutral male human level 20 cleric / level 20 fighter (outsider, extraplanar)
    Strength: 38
    Dexterity: 24
    Constitution: 27
    Intelligence: 24
    Wisdom: 45
    Charisma: 29
    Hit Points: 520 (this is added to his (Constitution Modifier X character level = 8 X 40 = 320) to give his actual Hit Points which are 840)
    Cleric Domains: Destruction, Law
    Special Quality: Damage Reduction (25/-)
    Special Quality: Spell Resistance [67]
    Special Quality: Energy Resistance (Fire: 20)
    Special Quality: Immunity (Confusion/Electricity/Poison/Acid/Cold)
    Special Attack: +2d6 Holy damage
    Special Attack: +2d6 Lawful damage
    Special Attack: Smiting
    Special Quality: Untripable
    Special Quality: Deflection Bonus: 24
    Challenge Rating: 60
    Save vs. Reflexes: 19 (this is probably added to his Dexterity Modifer to give his actual Reflex Save)
    Save vs. Fortitude: 19 (this is probably added to his Constitution Modifer and Great Fortitude feat bonus (which is +2) to give his actual Fortitude Save)
    Save vs. Willpower: 19 (this is probably added to his Wisdom Modifer and Iron Will feat bonus (which is +2) to give his actual Willpower Save)
    AC: 71
    Hit Dice: 60
    Feats: Weapon Specialization (Heavy Mace), Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Critical (Heavy Mace), Iron Will, Weapon Focus (Heavy Mace)
    Skill ranks: Concentration: 41, Diplomacy: 42, Listen: 92, Search: 84, Sense Motive: 164, Spellcraft: 102, Spot: 86, Use Magic Device: 72, Survival: 82


    How to defeat the 4 avatars of Iuz and St. Cuthbert during the 'Demons & Demigods' quest:

    Originally posted by wasbear:
    Originally posted by UncleBuck:
    Originally posted by zebrainz:
    Originally posted by Zalmoxes:
    Originally posted by veryfinemale:
    Originally posted by Ank:
    Originally posted by General Ghoul:
    Originally posted by lakebumbill:
    Originally posted by marc1967:


    2.34 Special random encounters

    Swamp Lotus

    If you accept the quest to cure Amii, then a Swamp Lotus will appear on a swamp map during a random encounter.

    The swamp lotus is always on the left side of a random encounter on a swamp map.



    Assassin

    If you sell at least one of Lareth's items to either Gremag or Rannos Davl, then there is a chance that you will have a random encounter against an Assassin. If you don't have this random encounter, then the Assassin will instead show up in the ambush combat in your Nulb house.

    Assassin
    Chaotic Evil human level 10 rogue
    Strength: 14
    Dexterity: 20
    Constitution: 16
    Intelligence: 13
    Wisdom: 10
    Charisma: 8
    Feats: Crippling Strike, Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse (Short Sword)
    Skill ranks: Bluff: 13, Hide: 13, Intimidate: 13, Listen: 13, Move Silently: 13, Search: 13, Sense Motive: 13, Spot: 13, Tumble: 13
    Lootable items:
    Gloves of Dexterity +2
    Mithral Shirt
    Rapier +2
    Wakizashi +1
    Mithral Shirt



    Skole's Goons

    If you accept but fail Skole's assassination quest, then you will have a random encounter against Skole's goons.

    4x Skole's Goon:
    4x Masterwork Bastard Sword



    A band of adventurers

    Approaching the band of adventurers causes their leader to talk to you. Choosing to start a combat against them is an evil act and will cause any "good" NPCs in your party to turn against you.

    Warhammer +1 (Ogavick (Fighter) (65 HP))

    Neukoln (Ranger) (41 HP), Resist Energy: 10:
    Shortsword +1
    Brown Leather Armor +1

    Non (Rogue) (35 HP):
    Brown Leather Armor +1
    Shortsword +1

    Ikian (Cleric) (50 HP):
    Full Plate Armor
    Steel Shield +1
    Mace +1 (Light Mace)

    Vincent Visionmaker (Wizard) (25 HP), Mirror Image:
    Wand of Tasha's Hideous Laughter
    Ring of Protection +1


    Elven Maiden

    If you rescue Countess Tillahi and her consort Sir Juffer from the Temple of Elemental Evil, then some time later while travelling on the world map, you will have a random encounter where her envoy (Elven Maiden) will give each character in your party 100 platinum. If you have a PC with a Good alignment (or maybe if your party alignment is Good), then she will also give your party a ring worth more than 9000 gold and Blue Elven Chain.

    Elven Maiden (44 HP):
    Blue Elven Chain
    Shortsword +1
    Longsword +1
    Green Elven Chain
    Unicorn Ring (worth 9215 Gold)
    Boots of Elvenkind
    Cloak of Elvenkind


    Lord Grundwell

    If you rescue Prince Thrommel from the Temple of Elemental Evil, then some weeks later while travelling on the world map, you will have a random encounter where his envoy (Lord Grundwell) will give each character in your party 2000 platinum and a Ring of Protection +1 and a Potion of Cure Serious Wounds. He will also give the party the artifact bastard sword "Scather".
    If you teleport from inside the Temple of Elemental Evil to Hommlet while Prince Thrommel is in your party, then rest for exactly 14 days in Hommlet, then the next time that you travel on the world map, you are guaranteed to get the random encounter with Prince Thrommel's envoy.

    Notable lootable item when doing evil deeds:

    Prayer Beads (Karma) (allows wielder to cast divine spells as if they were 4 levels higher for ten minutes once per day)


    Robin of Locksley

    Originally posted by Sitra Achara:
    Robin of Locksley (179 HP)
    Attack: +27/+22/+17/+12 (+16 Class, +8 Dexterity modifier, +1 Feat: Point Blank Shot, +1 Feat: Weapon Focus (Longbow), +1 Enhancement: Magic Longbow, +2 Item: Magic Barcers)
    Damage: 1d8+5 (piercing) (+1 Feat: Point Blank Shot, +2 Feat: Weapon Specialization (Longbow), +1 Enhancement: Magic Longbow, +1 Item: Magic Bracers) +2 Favored Enemy (Human)
    Lootable items:
    Gloves of Dexterity +4
    Longbow +1
    Purple Elven Chain
    Bracers of Archery, Greater
    Masterwork Shortsword

    Tiny John (Barbarian - Fighter) (61 HP)
    Bone Armor
    Warhammer +1

    Friar Tack (Priest - Druid) (143 HP) SR[18]
    Silver Light Mace

    4x Bandit Rogue (111 HP)
    4x Masterwork Dagger
    4x Masterwork Shortsword
    4x Masterwork Studded Leather

    4x Bandit Archer (159 HP)
    4x Masterwork Studded Leather

    4x Bandit Fighter (144 HP)
    4x Masterwork Longsword
     
    Last edited: Jun 28, 2015
  8. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

    3. Tips on successful gaming

    Read ALL of the in-game tips BEFORE you start playing the game! This is VITAL to your ability to play this game effectively!

    Always keep the Rolls History tab open. You will get maximum information about the environment around your party, and you can study all rolls that your characters and your enemies make by clicking on any blue text within the Rolls History tab.

    Use ToEE Front-End X to set the delay for the spell Delayed Blast Fireball to 0 seconds (otherwise the spell is useless).

    The following places are the best places to rest in the game because each character heals a number of HP equal to 2 times his/her character level when your party rests in any of the following places (whereas each character only heals 1 times his/her character level everywhere else in the game when resting):
    * upstairs in the Inn of the Welcome Wench in Hommlet
    * The Spruce Goose in Verbobonc
    * upper floor of Jylee's Inn in Verbobonc
    * floors 1 and 2 of the Verbobonc castle (i.e. The Castle of the Lords)

    The best way to select dialogue options during conversations with NPCs is to press the numerical key that corresponds to the dialogue option (e.g. 1, 2, 3, etc.) instead of clicking the mouse on the dialogue option.

    Any charmed creatures in your party will disappear when you travel elsewhere on the world map, so always kill any and all charmed creatures before you travel on the world map. You attack a charmed creature by entering combat mode (by pressing C) and then selecting Full Attack from the radial menu.

    I recommend that you have a single class rogue PC as your party leader (i.e. in the left-most portrait slot), that you maximize this character's Appraise, Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive skills, that you always use this character to initiate dialogue with NPCs (so that you will have the most dialogue options to choose from when selecting your responses in conversations with NPCs), and that you have this character way out in the front of your party formation so that NPCs that initiate dialogue with your party will select your rogue to converse with.

    Originally posted by Gaear:
    If your spellcaster (who knows the Read Magic spell) chooses the Craft Wondrous Item feat, then he/she will be able to create a Helm of Reading Magic that grants its wearer the ability to cast the spell Read Magic an unlimited number of times. This is by far the most useful utility item in the game! Then it won't matter if you mistarget your Read Magic spell on an already identified scroll or potion.

    If you are going to craft items, then your spellcasting artificer(s) is/are going to have to choose the Craft Wondrous Items and Craft Magic Arms and Armor and Forge Rings feats.

    I think that some of the most powerful spells in the game are:
    Charm Monster
    Charm Person
    Cloudkill
    Cone of Cold
    Death Ward
    Delayed Blast Fireball
    Dominate Monster
    Dominate Person
    Enlarge Person
    Fireball
    Haste
    Heal
    Holy Word
    Hold Monster
    Hold Person
    Minor Globe of Invulnerability
    Prayer
    Protection from Evil
    Resist Energy
    Righteous Might
    Stinking Cloud
    Stoneskin
    Tasha's Hideous Laughter
    Weird

    I think that the most powerful feats in the game are:
    Cleave
    Combat Reflexes
    Craft Magic Arms and Armor
    Craft Wondrous Item
    Crippling Strike
    Forge Rings
    Great Cleave
    Improved Trip
    Improved Two Weapon Fighting
    Two Weapon Fighting

    My favourite tactic is to have my wizard cast Enlarge Person and Haste on all of my fighters and rogue just before I go on a killing spree through a dungeon level, leaving a trail of corpses in my wake.

    I think that the most effective character class kits are the following:

    Party spokesperson: a single-class elf rogue with high Strength, Dexterity, and Intelligence. I think that rogues make the best party spokesperson because they get the most skill points and Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive are all class skills for a rogue. Gets Weapon Focus in one of the following weapons:
    a. Longbow
    b. Two Weapon Fighting
    Chooses the Crippling Strike feat at 10th level, the Improved Evasion feat at level 13, and the Opportunist feat at level 16 (useful for melee rogues only).

    Melee combatant: a single-class fighter with high Strength, Constitution and Dexterity, and an Intelligence of at least 13 so that he/she can get the Combat Expertise feat and the Improved Tripping feat. Chooses feats in the following order:
    1. Power Attack
    2. Cleave
    3. Combat Expertise
    4. Improved Trip
    5. Combat Reflexes
    6. Great Cleave
    7. Weapon Focus (weapon)
    8. Weapon Specialization (weapon)
    9. Improved Critical (weapon)
    10. Greater Weapon Focus (weapon)
    11. Dodge
    12. Blind-Fight
    13. Iron Will
    14. Great Fortitude
    15. Lightning Reflexes
    16. Improved Initiative
    17. Quickdraw

    Originally posted by Ausdoerrt:
    Originally posted by HeJason:
    Artificer: Lawful Good cleric/wizard with the Good and Law domains and the Craft Wondrous Item and Forge Rings and Craft Magic Arms and Armor feats so that he/she is able to create Holy Axiomatic weapons that do an extra 4d6 damage to chaotic evil opponents (most of the baddies in the game have a chaotic evil alignment).

    Healer and undead hunter: Cleric of Pelor with the Sun and Healing domains and the Improved Turning and Extra Turning feats.

    Druids benefit most from choosing the following feats:
    Spell Focus (Conjuration)
    Augment Summoning

    If you are having difficulty killing Bodaks before they kill one or more of your characters with their death gaze, then the easiest way to kill them is to have a high-level cleric Turn Undead. The second easiest way would probably be casting Delayed Blast Fireball at them.

    Originally posted by ithildur:
    If your rogue would not otherwise be able to flank an opponent, then you may be able to have one of your spellcasters cast Summon Monster or Summon Nature's Ally so that the summoned creature appears behind and adjacent to an opponent so that your rogue can now flank the opponent so that your rogue can sneak attack the opponent.

    When playing the game with just 1 character, the following items that you find are extremely useful:
    Potion of Immunity to Undead
    Potion of Magic Immunity (use it against the slave traders)
    Potion of Immunity to Outsiders (use it against Iuz or St. Cuthbert or the Balors in the 'Demons & Demigods' quest)
    Orb of Golden Death (keep using it to summon creatures during combat, then rest a week to recharge the orb's summoning abilities).

    This computer game allows spellcasters to cast touch spells at a distance up to the spellcaster's threat area from their target, and allows rogues to attempt to disarm traps at a distance up to the rogue's threat area from the trap. Because of this, you can minimize the risk of spellcasters getting into trouble when casting spells during combat and rogues setting off traps when attempting to disarm traps by equipping these characters with a reach weapon (such as a longspear) and casting Enlarge Person on them before they cast a spell during combat or attempt to disarm a trap. This will allow your characters to cast touch spells or attempt to disarm traps up to 15 feet away from their target instead of the normal 5 feet.

    Originally posted by The Royal Canadian:
    Originally posted by Ausdoerrt:
    Originally posted by GuardianAngel82:
    Originally posted by General Ghoul:
    Originally posted by sradac:
    Originally posted by ithildur:
    Originall posted by stage:
    Originally posted by Rocktoy:
     
    Last edited: Apr 17, 2015
  9. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

    Originally posted by cezmail:
    Originally posted by sirchet:
    Originally posted by WinstonShnozwick:
    Originally posted by florian1:
    Originally posted by felixthm:
    Originally posted by GuJiaXian:
    Originally posted by Nightcanon:
    Originally posted by ericw:
    Originally posted by nyarlathotep:
    Originally posted by Groo the Ambler:
    Originally posted by Barles:
    When your melee characters are lower than level 5, you are better off charging your enemies (unless they are capable of making multiple attacks per round, in which case you should ALWAYS wait for them to come to you so that they either don't get an attack or they can only make one attack against you in that round) (except for monks who use Flurry of Blows, and characters who use Two-Weapon Fighting) because:
    * you can move twice as far as normal and still get an attack
    * you gain a +2 bonus to Attack due to charging
    * you get to attack first (and hopefully kill your target before they get to act, whether it be in the first round or a subsequent round)
    (Charging is a radial menu option)
    Melee characters that have multiple attacks (due to level, using Flurry of Blows, Two-Weapon Fighting, and/or under the effect of a Haste spell) are better off delaying their action and letting opponents come to them so that they can use their multiple attacks.

    If you are finding a combat with multiple opponents too difficult, then you can use the following game exploit to make the combat easier. Hostile creatures will only be in combat with your party if they are close enough to see any of your characters. Once combat with multiple opponents has started, if you don't move any of your characters closer to the enemy but instead retreat or have your characters maintain their position and wait for the enemy to come to your characters, then you will have the minimum number of opponents in combat against you at a time. Then when you've killed the opponents that advanced to you, you can move your party a bit closer to the next lot of hostile creatures and use the same tactic again. This way, you can break up an extremely difficult combat against a lot of opponents into multiple combats against a small number of opponents at a time.

    If you are having difficulty with any of the combats later on in the game, then the following are effective tactics to use. The following example is against the Balor Guardian but you could adapt the tactics for any high-level combat:

    Position ALL of your characters JUST out of range of where the Balor Guardian triggers dialogue with your party. Then cast the following buffing spells just before you enter combat (in the following order):
    Protection From Evil (makes the recipient immune to Charm/Dominate spells)
    Stoneskin
    Death Ward (makes the recipient immune to death spells)
    Enlarge Person
    Greater Heroism (makes the recipient immune to fear) (characters that have at least 3 paladin levels are immune to fear)
    Prayer (make sure that you get everybody within the radius of the spell, including the Balor Guardian and the Efreet)
    Haste

    One of the most useful creatures to summon is a Bearded Devil (Summon Monster V?). Bearded Devils have DR(5/Holy), DR(5/Silver), DResistance (10/-), Immunity (Fire), so they can absorb a lot of attacks before they die. They are great for summoning next to a high level enemy rogue so that the enemy rogue will hopefully sneak attack and perform Crippling Strike on the Bearded Devil instead of any of your characters.

    When you are about to face an opponent that casts very damaging fire or cold or electrical damage spells at your party, pre-buff your characters with the appropriate Resist Energy spells before you enter combat with such opponents. Resist Energy is an amazing and extremely powerful spell because it can absorb so much elemental damage and the spell lasts for a long time. Of course, you won't need to cast Resist Energy if you already have or you forge the appropriate major rings of elemental resistance for your characters to wear.

    Originally posted by Zalmoxes:
    Originally posted by Philip:
    Originally posted by Oleg Ben Loleg:
    Originally posted by Dreamteam:
     
    Last edited: Dec 15, 2014
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