Thought I would clean off the rust on my old account and check in with you guys. I remember my last party had the drawf with battle axe I think so I want to steer away from that cause couldn't seem to get a good axe. Any tips on good skills to choose from warriors/priests/wizards? I want to get back into things, and try to learn about crafting to should i be aware of any changes? i left when there was a 5.0 final patch I thought i read of a 5.5 or something. Where do I download and read changes at? Do you guys still except donations for this page/game?
Craft Magic Arms and Armor feat That'll help with two things you mentioned. If you take this feat with each of your casters you can enchant a nice axe. Clerics with the feat can make it Holy. Wizards can make it Keen, and give it Elemental damage. Both can give magical pluses. The Craft Wondrous Item feat is nice as well. Druids also craft nice items. Just keep in mind that items have certain requirements such as attaining a certain level and the capability of casting the right spell. For instance, your Wizard needs Haste to make Boots of Speed, Keen Edge to give an edged weapon the Keen enchantment, etc. Sorcerers and Bards can craft magic items as well, but they're more limited since they have fewer spells. My current Dwarven Barbarian has a +3 Frost Greataxe. I plan on adding the Icy Burst ability when I reach high enough level. I don't really concern myself with Scather or Fragarach since I have crafters. Never cared for those weapons anyway. Those weapons are just too Monty for my taste. Oh, and welcome back.
thanks. I remember also having problems with my dwarf doing damage to certain forms of undead in the Temple. And the rock type elementals, I could do minimal damage to with physical damage. Maybe i should craft before hand.
anyone know if The Keep on the Boardlands mod is good? is it seperate from co8? i saw it looking for the patch. A new adventure in the game it says. Any thoughts?
Keep on the Borderlands is very well put together. A bit short, but it is only a demo at this time. Yes, it is completely separate from ToEE. Read the install instructions carefully.
Yeah, I'd craft a little before going into the Temple. A Cleric can take Craft Magic Arms and Armor with his 6th level feat. At 7th level Cleric, he should be able to place the Holy enchantment on a weapon which should help you against undead as well as evil in general. Watch about placing too many enchantments as it uses some of the caster's experience points, so choose well. With the Co8 v5.0.5 content installed, you can reach 7th level easy before going into the Temple if you do most of the quests and explore Hickory. Killing those evil barstards at the trading post is really good experience. Have to kill them fast though because they use Potions of Invisibility and escape. I generally hit them with a couple of Tasha's Laughter spells so they don't get to. My group has a Cleric, Wizard, and Sorcerer in the group. The Cleric and Wizard are my crafters and I have the Sorcerer for artillery. Counting NPC's, I also have a Bard with Greater Spell Focus in Enchantment which helps. I used the World Builder to change Furnok to a Bard so he's been really handy along the way. My group numbers 8 now with 6 PC's and 2 NPC's. I have a Paladin (7), Barbarian/Fighter (3/4), Ranger/Fighter (3/4), Rogue/Ranger (2/5), Cleric (7), Bard (7), Wizard (7), and Sorcerer (7). And they're currently in the process of demolishing the Earth temple. With a Paladin in my group, I can't really do any of the temple quests, so it's nothing but pure righteous cleansing. Far as the rock elementals go though, it's still gonna be hard for your melee types. But if you've enchanted their weapons with elemental type damage like lightning, it should help. Those elementals you're talking about, I think I read somewhere here that they have like a 15 damage reduction against physical damage. That's why it's so hard for weapons to hurt them. Your biggest asset here are always gonna be your casters. That's why I have the pure Sorcerer, nothing but raw damage output. At 7th level he can already cast up to 5 Fireballs/Lightning bolts between rests. He started with an 18 Cha and my Wizard crafted him a Cloak of Charisma +6. And he has Greater Spell Focus in Evocation and Greater Spell Penetration to help get past Spell Resistance.
I'm planning on an elven wizard again and a cleric of some kind. Two toughies at the front again. I like bastard swords, always have. So I'm tempted again to beat up the prince when his back is turned, steal it and bring him back. as for a rogue. I want one for traps/chests of course, but my last one seemed too weak. He seemed to miss when it really mattered, especially certain foes. Should I make a hybrid? fighter/thief or something? lastly...the wizard and cleric need to worship things from what I remember. Sun, death, war, light, that sort of thing. What should I put them on? thanks p.s. how do i get baldur's gate icons for my characters? i've seen people do it on videos on youtube
If you want to use Fragarach and/or Scather, the easiest way to do it is to just install the FrontEnd when you install the Co8 5.0 mod and turn on Humble NPCs. With Humble NPCs on, NPCs will share all their inventory and will not loot. As for a rogue - I often play a rogue as a multi-classer. Everyone has their own personal preference on what class to mix with, it really depends on how you intend to use him. If you want to use the rogue as your main face, a rogue-wizard will get lots of skill points and (especially if elven) makes a good backliner for missile and spellcasting support. A fighter or ranger/rogue makes a good twf melee character, best used to flank tough opponents or pick off single enemies. Clerics do need to take two domains at character creation. What domains are available depend on the diety chosen. My favorite domains in ToEE include the Good Domain (great for crafting Holy weapons to fight the Temple forces,) Sun Domain (bonus vs undead) or Strength Domain (Feat of Strength and great bonus spells.) Lawful is also a good choice, as many Temple foes including the demons are Chaotic and crafting Axiomatic damage on a weapon will add 2d6 to damage against them. Finally, to add the Baldur's Gate character portraits, d/l the Character Portrait Packs from the Downloads section. Follow the instructions carefully and you will get a ton of great pics for your characters.
AND you can better distribute loot with humble NPCs As for rogue I alway make one with enormous dexterity for weapon finesse and make him double wielder. 1st level two weapon fighting 3rd level weapon finesse 9th level improved two weapon fighting