background: I have defeteated Toee's campaign several times without using any available Cheats" as they say. So here is the stradigies that I use too beat TOEE, everytime (NOT-IRON MAN). first things first, go into options (this helps also in IRON MAN). use picture to guide you, its hard to explain. the objective with these options, is to use every action and move you possibly can in one turn; and not having the Game finish your turn for you. you finish your turn manually with hitting {SPACE BAR} One of the best tools I found is to preset the following actions to a quik key Z - five foot step A - full attack S - single attack T - trip attack K - Sneak (skill) when you start a campaign its a good idea to have these following feats in mind for starters (any class): improved unarmed strike Deflect arrows -> next to that is snatch arrows (latter game not now) combat reflexes ------------------- early or later and not at same time power attack - cleave using these feats mentioned above, helps you get through most of the hardest encounters you will face in the moat house. next lets talk equipment and damage ------------------------------------------- equipment :dont use items or equipment you are not proficient with rogues, rangers : use light armor and high dexterity for evasion feats (only works with light armor) arcane caster: you should never use armor , metal or leather, unless you are aware of the spell failure factor and its advantages or disadvantages (multi-class). Rogue tactics: if you have time to sneak, and have every in party do this, into an area you have not been (always do this if you can). having every advantage in most situations you possibly can is best. (NORMAL DIFFICULTY ) save your game once you are ready to spring your suprise attack. rogue damage: attempt to take advantage of rogue sneak damage the most you can possible. this means: rogue is first to strike with a ranged or melee sneak attack in every suprise attack, unless you have a caster with fireball or charm person, but we are talking early game. if your enimies are flat footed- they are vunurable to sneak damage because they dont get their dexterity bonus. flanking grants your rogue extra sneak damage, so if you have attacked and are not flanking, attempt to step 5 feat in a direction that grants flanking bonus of +2 on attacks (your party will hit more on there attacks). remember also: the first PC that makes an attack is likely the first to be a target, until they are un-concious, knowing this, it is a good idea to fight defensively or total defense if you know they wont survive another rally of attacks. you would have a better chance to save your self from being hit. the idea is to defend yourself, and allow your other PC players to get flanking strikes at the enimies. if you can, try to take a 5 foot step away from being flanked, then fight total defense or ready an action of attact vrs approach. this is a good tool you can use in many sichuations, ready verses approach. dont foreget: if you have been fighting defensive, turn it back to normal after combat is done defensive (-2 on attack rolls ,grants + 2 AC) . total defense (+4 ac, no attack) full action caster's: if you can take a five foot step away from enimies reach to cast heal, or damage what have you, its better sometimes to do so, then casting defensive and failing to finish your goal. if you take anvandage of sneaking into every situation you need too, and use all the tactics mentioned, and giving yourself time to judge wut action is best before hand, you will have less trouble in your fights to come. -- you could be somewhere I think, wow that guard bug bear looks tough, he hasnt seen you yet -- maybe charming, or suggestion, or dominating it is better, and turning it on your enimies is better, then trying to musle through it. --then when the fight is won - kill it at lower health, becasue its been fighting for you and taking damage. when its not looking or suspecting, have a rogue or two kill it. -- having your enimies kill your enimy is one of the best and funnest things you can do. when facing undead - its almost likely, evertime you do a TOEE campiagn you dont need to start with but are most likeley going to need them later. The clericks ability to turn or rebuke undead. you can either turn the undead and immideatly destroy them, or gather an undead armor to kill your enimies by taking control of them in the case of evil cleriks. STARTING A GAME: when I start a game, depending on alignment - I usually start with 2-3 Player characters. when I am half way through the moathouse I will Hire another PC. I prefer not to use any NPC's in the game to start with if I dont need too. the character's will advance in level faster when there is less of them. Giving them the chance to be a sort of trainer of new PC's hired later. The party usully will have 2-3 higher level characters, accompanied by 2-3 new pC's ANd/or 1 NPC. CRAFTING MAGIC ITEMS: having your caster learn : Craft wonderus ITEMS CRAFT MAGIC ITEMS; these two feats and the casters with them is a must need in ever TOEE Campign if you plan to concer and defeat the temples and NODES of the TOEE. CRAFT WANDS: or RODS this is almost also a must have FEAT. having these following wands is a very good idea; MAGIC MISSLE READ MAGIC FIRE BALL CHARM PERSON SUGGESTION or DOMINATE PERSON DISMISAL IDENTIFY - can be found CHAIN LIGHNING - can be found CRAFTING WONDEROUS ITEMS: nesseities for rogues , fighter, caster INTELECT HEAD BAND - wizard WIZDOM bonus - druide or Cleric or rogue (not so much a need for rogue) GLOVES OF DEXTERITY BELT OR GLOVES OF GIANT STRENGTH It almost a good Idea to have you casters learn first; elemental spells; fire, lightning excetra magic missle. abilty buff spells, critical damage enhancements, magic weapon, most of them are pre-requisite to crafting magic weapons and armor, and craft wonderous ITEMS. you can also take advantage of the wizards ability to scribe or copy scrolls into their own list of available prepared spells. If you dont use tactics and advantages, you will almost never win and the game and defeat all the dungeons, temples, nodes, hedrik, and Zuggtmoy. this is my conclusion, thanks for reading. -X