Forum Overview
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Temple of Elemental Evil
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Re: Any advice for starting ToEE?
[quote name="Mr. Kool"][quote name="Bill Dungsroman"][quote name="extarbags"][quote name="Bill Dungsroman"] [quote name="extarbags"]Also, why don't helmets/boots/gloves ever seem to do anything at all?[/quote]They aren't magic? The ones that are, should, even if you don't identify them (which is a shitty spell in ToEE). Test: there is a herdsman near the temple (of St. Cuthbert) named Nigger Jay (I mean, <I>Black</I> Jay) who needs his ring. A lone goblin will attack you somewheres around there, and it has the ring. Give it to Jay, and he'll offer you +1 arrows, a Cloak of Elvenkind or Boots of Elvenkind. Cloak is +5 to hide, boots are +5 to move silently. Take the boots (there are other cloaks around) and see if your move silently skill boosts.[/quote] Magic ones work... regular helmets don't do anything besides change your appearance though? Awesome.[/quote]Fuck. My knowledge of the 3rd Edition rules set is minimal at best but at least in the old rules, helmets protected against critical hits (or rather, reduced the chances thereof). But in 3rd Ed rules or rather Troika's interpretation of them, who knows? All I know is, the druid helmet is <I>awesome</I>.[/quote] Don't forget the Troll Chief's helemt and armor, fancy stuff there. I found most of the magic stuff found after some boss battle to be either underpowered or grossly overpowered at some points. Early into the game I got a +3 protection ring and from there on the rest of the rings were fire resistance or some other junk. Baldur's Gate, which was capped at level 10, didn't have anything that powerful. If you gave your mage the craft weapons/items feat, you can supercharge your measly +1 weapons into flaming +3 stuff. Now that I'm near the end and have all four gems socketed into the gold skull, is the easiest path to beat the game to have the skull destroyed? Mr. Kool[/quote]