Nice to hear it's going to be low magic; this is an old school classic module after all; would hate to have the feel of it ruined by tons of +3 weapons and lvl 15s running around. :thumbsup:
That'll do me nicely too- I don't recall ever getting a PC above 7th level in either of the PnP editions I played (still can't believe I wasted all that XP on becoming a healbot cleric, the one time I had access to 4th level spells...). I think one of the problems with 3E is that the level progression is relatively rapid so you spend less time in that 'sweet spot' where you don't have to go back and rest for a day every time you meet a bunch of goblins, but aren't yet able to break the game with your options and firepower (though that might just be that cRPG campaigns run that quicker than PnP ones) . My favourite fights in ToEE are still Lareth and co, Imeryd's run, and the broken tower as they are nearly always a challenge. There are others too, but you can alter your power level by adjusting when you hit them so much that the challenge varies from game to game. Looking forward to playing KotB (though that's unlikely to be when it's first released).
Well I'm not paid to make you sad (that's just a bonus ) so let me assuage that immediately: Testing the Alpha is going well, and the Beta is on track for next week. STILL on target for an April release (end of April, of course!)
Alchemy The Alchemy skill is finished, yay! You can make the following items, most of which are already in the game: - Tanglefoot bags (PHB) - Smokesticks (PHB) - Acid (PHB) - all 4 different types (ordinary, distilled, purified and eruptive). - Distilled alcohol (UA) - metamagic component - Quicksilver (UA) - metamagic component - Ooze You Lose - oozicide - Spore No More - fungicide - Armour Oil (40 Alchemical Items) - Lockslip Grease (Complete Adventurer) - Antitoxin (PHB) - Alchemical Capsule - Quickflame (Complete Adventurer) - Alchemical Capsule - Quickfrost (Complete Adventurer) - Alchemical Capsule - Quickburn (Complete Adventurer) - Alchemical Capsule - Quickspark (Complete Adventurer) - Alchemical Capsule - Positoxin (Libris Mortis) - Cerulean's Alkaline Balm - Cerulean's Condenser (Alchemy and Herbalism) More details on these in the FAQ thread. Also, you can alchemically treat items in the game (the dragon's gall bladder comes to mind...) and brew poisons too Price and DCs given in the dialogue when you craft them, and there will be a complete Guide to Alchemy in the download. Most of this can be done with a cauldron, but a few items need a purifying bath or distilling equipment. There are 3 places (one obvious, one new and one reworked) in the game where you can make advanced things.
Plants So I've read the endless posts and entire threads saying, "where are the plants?", "give us more plants!", "Will the X.0 modpack finally have plants?" and I've answered your prayers Below is a pic of some of the various plants you'll find around KotB, either in treasure or growing wild. In order we have: - catnip (B2 pg 19) - Black Lotus (DMG pg 297) - belladonna - swamp lotus - ToEE's original hemlock - garlic - wolfsbane Multiple uses
Yeah, Dungeon Siege had 2 kinds of Pack animals: a mule, which could not fight (and IIRC could not be hit? or ran away from combat) and a strange Rhino-like creature that carried only 2/3 of the weight the mule did but would vigorously attack with its horn and and charging foot-stomps.
by the way, very AWESOME additions to the game - new animals, skills, a pack animal, sounds fantastic!!!
I'm guessing so judging by the ShiningTed's post describing acid flasks, ooze you lose and the other alchemical malarkey our enemies simply cannot prepare for.
While Ted IS a genius when it comes to modding TOEE, I'm going to have to wait and hear from him before I get all excited about a new crafting system.