This module is based on Circle of 8 producs. Without them, this module could not exist. I have to thanks the ones that made Co8 3.0.4, Moebius2778 for temple.dll, Livonya, Shiningted, Cujo and Allyx for their mods. This mod is actually 100% compatibile with Ted's 1.2.0 module (latest Co8 relase). This module is 100% at Co8 disposal and may be modified at will as long as changes have a reason to be and my name is always reported as first creator of this mod. The reason of changes is at discreption of Co8 members. How to install: simply copy *the files only* inside of each folder into the folder of the same name already inside Temple of Elemental Evil main directory. Do not replace folders but overwrite the files when asked. Note that some of the folders inside the maps directory do not exsist in the original folder, so they must be copied into the C:\Programs\Atari\Temple of Elemental Evil\modules\ToEE\maps folder. This mod changes the following things General changes: -all skill points for all creatures have been re-calculated -all saving throws for all creatures have been re-calculated. This was necessary because the programmers took total values, including feats and stats bonuses, directly from 3.5 monster manual and wrote down them in the protos, while the game re-adds bonuses from feats and stats to savin throws values for the second time. This happened in positive or in negative. For example, giants had reflex throws lower of what they should, since they applied their -1 from DEXterity twice. That's why it was so hard to charm monsters or sometimes too easy to strike them. -removed all extra Hit Dices from monsters that are instead supposed to level up with character classes only, like ogres and bugbears. Extra HD have been converted in character classes. -re-addedd the tons of missing feats from monsters and creatures and re-distributed feats to NPCs with character classes as long as it was possible, following role-playing. This includes weapon finesse and weapon focus for monsters and animals, where needed. -removed redundant spellcaster levels from monsters with spell-like abilities but that can't level up as characters. They were not necessary since, after testing, the tag special_domain X uses monsters HD as spellcaster levels. -monsters that could result too weak without class levels have been increased with extra Hit Dices, following instructions from the monster manual. If they increased their size, they gained bonuses and maluses consequently. -fixed all monsters and NPCs stats (STR, DEX... natural armor and CR) according to temple of elemental evil (AD&D) adventure book and monster manual. Monsters with character classes now have the elite rolls (15,14,13,12,10,8) plus racial modifier (and some changes in the case of "leader" attribute: a small boost to charisma only to role-playing reasons), and all NPCs with character classes have the +1 bonus for every 4 class levels. -added missing skill points and feats for human NPCs. Specific changes -fixed a bug with Scather and Fragrach that made them to act like non-magical items, -fixed Excalibur that now works like a regular holy Avenger, as it should be and as it was at the very beginning of the game. -fixed light maces of striking that now are light maces and not heavy maces (important for weapon finesse). -added my set of silver weapons and special armors to the blacksmith in Homelet. -fixed the small bug with Livonya's woodcutter shop that didn't allow to scroll the list. -fixed a problem with masterwork bucklers and padded armors that added an unproper bonus or malus to attack rolls with weapon finesse or skill points. -added some small, minor magic abilities to Ooghrist's emeral belt (may be reverted easily), Gnome Ring and Unicorn ring, so that now they are not completely useless. - restored all attributes to fiendish and celestial creatues and Archon Lantern, that now casts circle of protection from evil and beams searing light against monsters to simulate its natural spell-like abilities. -fixed attacks for all monsters. Elementals now do have both attacks at the same attack bonus, many monsters now use the right dice for damage and do not apply full strength bonus to secondary attacks anymore. - some of the monsters that have had a severe checkup are will o'the wisp, Galeb Dhur, eye of the deep (now beholder kind), Hydra (now cryo-Hydra as suggested from the paint, has fast healing 10 and regeneration 5/fire), werewolves, jackalwere (they are not licantropes but shapeshifting aberrations), Glabrezu (should not use his stench that paralized himslef too), leucrotta, Lyv's skeleton priest that now has been changed, for role-playing resons oly, to a temple veganceful ghos because skeletons don't have any intelligence and loose all characteristics from their previous lives. Other monsters have been fixed as well. About recruitable NPCs, -disabled looting for NPCs that joined the party to escape from the temple, reduced looting to 1/5 of money only (to avoid troubles with items) for all the ones that looted. -prince Thrommel is now a paladin, with equipment worthy of him. -Elmo is now a ranger that fight with axes. (he gains a special small battleaxe too 4704, while his chainmail and big shield are now a chainshirt and buckler with same enchantment) -Otis is a ranger that uses the ranger archery bonus feats and his chainmail now is changed into a chainshirt (3.5 rangers do not have proficiency with medium-size armors) -all other NPCs have stats and feats like weapon focus and improved critical that exactly mirror their original ToEE description. -Darley is updated to Alu-Demon of 3.0. Since it was unfair to make her a level 10 sorceress (especially with the lever uncapper) and since Alu Demon has the fighter as favored class, now darley is an effective 9th level sorceress with spells oriented to closed-combat fights and her extra alu-demon spell-like abilities, plus 1 fighter level for weapon proficiencies. Note that sorcerer class should stack with alu-demon natural spellcasting abilities. -Grank, that was a cleric of III level, had been changed to cleric III, black guard 7, to make him more challengening or a more useable choiche. It is a test that may be easily reverted from the protos deleting the paladin levels (equal to black guard), sneak attack and divine grace. If doing so, Grank's skills must be at 7 and he has 3 feats total. -Taki is again a fighter that uses brute strength Since there was no track of those NPCs in the original ToEE handbook, they have been re-balanced accordingly to my will. -Zaxis has a better selection of spells and feats accordingly with his level, including more balanced stats, more suitable for a bard of 5th level (no big changes) -Pintark and Tuelk now are a 4th level melee barbarian and an fighter/archer for compound longbows. A bit more useful than before. - Bertram has some skills point in healing (dentist) and is a 2-weapon figting fighter (you know, cutlass and dagger as a pirate.... oh, he IS a pirate!) even if, IMHO, the ranger class does fits Bertram better than the fighter one. Rangers are more stealthy, usually chaotic, are hunters that may hunt humans and other humanoids and do not wear medium or heavy armors that may be deadly if forced to jump in the river or in sea because the ship is shrinking. More rangers have heal as skill class and are more suited for a gentle spirit like bertram. In 3.5 the ranger *may be* a hero like paladin but it is allowed to have evil rangers as well, without any "fallen" status. Ed, ted and Ed are now respectively a ranged 4th level fighter specialized with crossbow (STR 11, Dex 18), a fac-totum with all scores at 15 and a 4th level fighter specialized into melee weapons. - Inverted the feats between Rianna and Serena, including different selection of skill points. Since Rianna is a wore and is supposed to be able to use some sado-maso tools, she is proficient with the spiked chain, the closed weapon to the whip, and has feats to move stealthy. Serena is instead a thief, catched by Mona, so now she has the skills to be a thief (stealing, unlocking, pick-pocketing) and has the feats to be an archer, or whatever. - restored the appropriate level for some NPCs, since: evil PCs may leave and attack the party when injuried; Teruko and Kobbort join only a 4 members party, Furnok is an expert gambler and, being a rogue, does not provide alone such a big difference in melee fights. More, he cant' be used a as a diplomat, thus is useless in homelet in the very first quests and may be hired just before leaving for the temple. -Rufus sucks, this is not a change. Merchants: -the following traders have been modified: .. Brother-smith: masterwork gears added to standard trading window, so that they may be used at the beginning of the game and not only to craft magic weapons and armors. The giant's head quest moved for more rare items .. Burne's inventory has been enriched and moved to Pishella due to the impossibility of modifying his mob file .. Otis's inventory has been changed completely, allowing only ammos, masterwork gear and +1 magic gear. The reasons behind this are that he is supposed to have greater blacksmith skills than Homelet blacksmith and to make him more useful to the player. From a role-playing viewpoint, the selling of magic items *spoiler* is easily explained with the fact that Otis co-operates with canones Y'dey, the Herbmonger, that is a cleric and may enchant weapons and armors for him and, since he is under cover, he has the duty to sell stolen magic goods to keep his cover on. Note that in the world of Faerun, +1 items are not powerful enough to create any suspect. Note that, being a ranger, Otis may enchant weapons by his own. .. Herbonger shop has been enriched with more potions and other useful items. -Jaroo now has a student that will sell druidic items as reward for a quest. This merchant will not respawn items. Note: all new items are to offer more variety and to give equal opportunities to all classes and allow a player to play without the crafting-item feats. Note that all the items that may be acquired now are less powerful than the ones that a player may craft with the crafting-items feats and noone of them is power-playing oriented. - fixed some dialogue in the herbmonger's dialogue about the celtic rune - added some dialogue line to the herbmonger so that she gives a swamp lotus for the players that gets bored of patroling up and down the moathouse, looking for a swamp area. This mod must be used with the NPC-level-up-as-PC patch since I have no idea about what it may happen using the tab for leveling up in the game. This mod also requires Drifter's Constitution fix that fixes ToEE dll.file so that monsters apply the rght constitution bonus to their HD instead than +3 to HP for every +1 from Constitution. For any comment, suggestion or bug notification, mail me at firstname.lastname@example.org Please, forgive me for any grammal error that I did while modifying dialogues, since english is not my mother-language, and enjoy my module. Warning: since the protos tab is too big to be posted here, downlad the whole file here at http://www.savefile.com/files/6001391 by courtesy of shiningted. The next thread includes only updated maps for traders.