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o======================================================================o
| |
| Temple of Elemental Evil |
| |
o======================================================================o
Version 1.00
Written by: Lee Kadel
Email:
[email protected]
Copyright 2014 Lee Kadel
If you want to email me about this guide, make sure you put "ToEE", or
"Temple of Elemental Evil", or somethig similarly descriptive in the
subject, or I will delete it... period... end of discussion... Oh, and
do NOT include attachments - I will not accept ANY emails that contain
attachments unless I have specifically requested them.
I have no affiliation whatsoever with Atari, Bioware, Black Isle,
Interplay, Troika Games, Wizards of the Coast, or any other parties
involved with this or any other game. All copyrights are the property
of their respective owners, and this document in no way intends to
violate those rights. Many (most) of the tables and other information
contained herein were recreated from the ToEE game manual; credit is
hereby given as to the source of this material.
This is a not-for-profit, fan-made guide. If you wish to post, mirror,
or quote this guide, feel free to do so; I simply ask that you notify
me at the email address above, and properly cite this document as a
resource. You may NOT modify this document without express permission
from the author. Oh, and to keep in line with my own admonitions, many
sections of this guide were copied from guides written by Haeravon. For
that matter, the organizational structure and many other things are
taken (with his permission) directly from his published works. If it
works, why try to reinvent it?
WARNING: I TEND TO USE A FAIR AMOUNT OF COLORFUL LANGUAGE IN THIS FAQ.
If you are the type of person who is offended by what some people refer
to as profanity, then... well... you may not want to proceed. There are
other guides out there, even if they are largely incomplete and much
more difficult to follow. Do as your conscience dictates, but don't come
complaining to me if you use this guide and find that it upsets your
overly sensitive nature. You have been warned...
This FAQ was written in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work, if not with the intended aesthetics intact.
Note that this is a large FAQ, and depending on your computer, internet
speeds, and the restlessness of computer gremlins, you may have to
refresh this file several times to get the whole thing to load. Look for
the ***END OF FILE*** line at the bottom to ensure you've got the whole
document.
~HaeravonFAQS~
Your author is a contributor and huge fan of Haeravon FAQs, in addition
to other gaming sites. While this guide may be posted in other places,
always check the Haeravon FAQ website at (
http://www.haeravon.com)
first for access to up-to-date information about this guide, and game-
related info on many other games. This is one of the best sites on the
interweb for discussing all kinds of gaming topics, and you would be
well served by joining the site. Note: you must be a registered user to
post in the online forums.
Table of Contents
o======================================================================o
>>>GAMEPLAY INFORMATION<<<
I. Introduction {INT001}
1. Using this FAQ {INT002}
2. Items {INT003}
3. Traps {INT004}
4. Quests/Rewards {INT005}
II. Character Creation
1. Party Composition {DND001}
2. Party Alignment {DND002}
3. Abilities {DND003}
3.1 Strength {DND004}
3.2 Dexterity {DND005}
3.3 Constitution {DND006}
3.4 Intelligence {DND007}
3.5 Wisdom {DND008}
3.6 Charisma {DND009}
4. Race {DND010}
4.1 Human {DND011}
4.2 Dwarf {DND012}
4.3 Elf {DND013}
4.4 Gnome {DND014}
4.5 Half-Elf {DND015}
4.6 Half-Orc {DND016}
4.7 Halfling {DND017}
4.8 Racial Ability Modifiers Table {DND018}
5. Gender {DND019}
6. Height {DND020}
7. Hair {DND021}
8. Class {DND022}
8.1 Barbarian {DND023}
8.2 Bard {DND024}
8.3 Cleric {DND025}
8.4 Druid {DND026}
8.5 Fighter {DND027}
8.6 Monk {DND028}
8.7 Paladin {DND029}
8.8 Ranger {DND030}
8.9 Rogue {DND031}
8.10 Sorcerer {DND032}
8.11 Wizard {DND033}
8.12 Dual- and Multi-classing {DND034}
9. Alignment {DND035}
10. Deity {DND036}
11. Features {DND037}
12. Feats {DND038}
13. Skills {DND039}
14. Spells {DND040}
15. Portrait {DND041}
16. Name and Voice {DND042}
17. Character Pool {DND042}
17.1 Pre-Made Characters {DND043}
18. Assembling a Party (PTY001}
19. My Party (PTY002}
19.1 K'aos Reynes (Ranger) (PTY003}
19.2 Chaorl (Barbarian) (PTY004}
19.3 Ilana (Cleric) (PTY005}
19.4 Quala Thornbrecker (Rogue) (PTY006}
19.5 Xenth (Sorcerer) (PTY007}
20. NPC Characters {NPC001}
21. Map of Hommlet {MAP001}
22. Map of Nulb {MAP002}
>>>MAIN WALKTHROUGH<<<
CHAPTER 1
1. The Beginning Sequence {WLK001}
1.1 Lawful Good {WLK002}
1.2 Lawful Neutral {WLK003}
1.3 Lawful Evil {WLK004}
1.4 Neutral Good {WLK005}
1.5 True Neutral {WLK006}
1.6 Neutral Evil {WLK007}
1.7 Chaotic Good {WLK008}
1.8 Chaotic Neutral {WLK009}
1.9 Chaotic Evil {WLK010}
2. Arrival in Hommlet {WLK011}
3. Know When to Fold Them {WLK012}
4. Grain for the Church {WLK013}
5. Another Soul for Cuthbert {WLK014}
6. A Ring for Black Jay {WLK015}
7. Black Jay's Dead Sheep {WLK016}
8. Zealotry {WLK017}
9. Terjon Wants More Followers {WLK018}
10. One Bride for One Player {WLK019}
11. Traders Revealed {WLK020}
12. Drinking Contest {WLK021}
13. Woodcutter's Problem {WLK022}
14. Cupid's Arrow / Carpenter's Dilemma {WLK023}
15. Stealing Farmers {WLK024}
16. Unhappy Tailor {WLK025}
17. Emridy Meadows {WLK026}
18. The Moathouse {WLK027}
CHAPTER 2
1. Arrival in Nulb {WLK028}
2. The Waterside Hostel {WLK029}
3. Recruiting Otis {WLK030}
4. Grud Squinteyes {WLK031}
5. Mother Screng {WLK032}
6. The Boatman's Tavern {WLK033}
7. Final Party Recruiting {WLK034}
End of Chapter 2 Stats {STATS1}
CHAPTER 3
1. Temple Exterior Areas {WLK035}
2. Temple 1st Floor / Dungeon Level 1 {WLK036}
3. Dungeon Level 2 {WLK037}
4. Dungeon Level 3 {WLK038}
5. Dungeon Level 4 {WLK039}
CHAPTER 4
1. Air Elemental Node {WLK040}
2. Earth Elemental Node {WLK041}
3. Water Elemental Node {WLK042}
4. Fire Elemental Node {WLK043}
End of Chapter 4 Stats {STATS2}
CHAPTER 5
1. The Final Battle {WLK044}
o======================================================================o
| |
| Introduction {INT001} |
| |
o======================================================================o
Okay, so here we are in Hommlet. In an effort to keep some consistency
within the guide, I have borrowed (with permission) the organizational
and style choices (and yes, even some of the actual text) from Haeravon.
This style served me quite well in my previous FAQ (Icewind Dale II),
and I see no reason to change anything now.
These first sections of the guide will cover some of the basic things
you will need to know in order to get started. How to read/use the FAQ,
how to create characters, tips on parties (no, not that kind), etc. It
is by no means a complete treatise on everything there is to learn or
know about the game - for that, I strongly suggest you read the AD&D
rule books, or read the official game manual, or both. What is included
here is just enough to get you started.
You are under no obligation to follow my strategy exactly; I am simply
writing down what I did, when, and why (sometimes). My way is not the
only way to play and/or win the game. Experiment, do things I may not
have thought of, go off on your own path if you wish. There is no right
or wrong way to play this game (well, technically I guess there is).
Most of all, have fun! After all, if you're not going to have fun, why
do it?
Using this FAQ {INT002}
o======================================================================o
Below I will list some of the quirks, organizational methods, and
various other tidbits that will help you navigate this guide. For
starters, you can use the headings contained in brackets {} to quickly
move to that section - simply use the Find feature (in Notepad) and
search for that heading. Searching for {PTY001}, for example, will take
you right to that section, without having to scroll thru the whole
document to get there.
During the main FAQ I'll break up the various chapters and sections of
the guide with a large heading:
o======================================================================o
| |
| Large Heading |
| |
o======================================================================o
During the FAQ, I'll break up different areas with a thick line:
Thick line
o======================================================================o
Multiple parts of a mission in the same area will be broken up with a
thin line. This breaks up the missions into a series of steps, and
limits how much unbroken text you'll have to read at once. Nobody likes
wordiness:
Thin line
<---------------------------------------------------------------------->
Of course, I reserve the right to break these rules during the FAQ....
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. This organizational scheme is mostly for
consistency and ease-of-use; in other words, it's main purpose is to
make life easier for me, and if it helps you as well... bonus!
Items {INT003}
o======================================================================o
I'll list items found in containers - bookshelves, chests, environmental
bodies, etc - in the ***ITEMS*** section. Since ToEE does not adhere to
the (x=, y=) location indicators as some other games do, I will instead
do my best to state the directional location (i.e. 'the chest in the
northeast corner of the room'). Note that when you hover over a lootable
object with the cursor it (the cursor, not the container) will change to
a hand icon. I hate doing it, but I often find myself waving the mouse
around like a madman to find out which objects may contain loot.
Some items in containers may be variable; different playthroughs can
yield different results in the same container. Money is always variable,
so I'll just list what I found, this should give a general idea of what
amount you'll find, if not the exact amount. Also, enemies may drop
different items in different play throughs. I'll record what I found,
but you shouldn't be surprised if you find something different.
This FAQ will attempt to document magical items found during the course
of play; most have in-line descriptions, noted with a (*x).
Traps {INT004}
o======================================================================o
I list the location of traps in a section similar to the items section.
Except it's wisely called ***TRAPS***. I didn't bother recording what
sort of trap it was, as I intend to disarm traps I come across, and
frankly, it's just too much of a bother determining the type of trap.
If you think you can figure out how to use traps to cause collateral
damage, that's fine with me, I'll point as many out to you as I found.
Depending on your party, and various other factors, you may or may not
be able to discover these traps - just know that they are there, and
act accordingly.
Quests/Rewards {INT005}
o======================================================================o
When you get a quest reward, I'll note this under the ***REWARD***
section. Some of these are story-related and therefore obligatory;
others are optional. Either way, the experience gained from completing
quests tends to be well worth the bother. So long as you follow the
Sequence of Events, you shouldn't miss any of the quest rewards. Whether
you choose to actually complete a quest in a rewarding fashion is
another story, and out of my control.
Note that many rewards are not specifically called out in the game, and
you just sort of get the XP without being told, so there will be very
few actual instances where I can point out what the reward is. When I
do, the reward will always be 'per character', and will only include the
XP awarded to the core party (NPC's often get less).
o======================================================================o
| |
| Character Creation |
| |
o======================================================================o
Party Composition {DND001}
======================================================================o
Your party will be made up of five characters - each will bring their
own special skills and abilities to the game. You will most definitely
need a fighter-type (Fighter, Ranger, Barbarian, etc); you will need a
Cleric (or Druid); you require a Rogue; and you had better have at least
one spellcaster (Sorcerer or Wizard). Characters must start out in only
one class, and while they can dual-class as they progress, you need to
take this into account when you are first creating them.
The party I used is included in detail after the next sections.
Party Alignment {DND002}
o======================================================================o
In ToEE, your party has an overall alignment. Yes, each character also
has their own individual alignment, but the party adheres to a general
alignment as well. This party alignment restricts the choices each
character may make for their individual alignment.
There are 9 party alignments from which to choose:
o===============o==================o===============o
| Lawful Good | Lawful Neutral | Lawful Evil |
o===============o==================o===============o
| Neutral Good | True Neutral | Neutral Evil |
o===============o==================o===============o
| Chaotic Good | Chaotic Neutral | Chaotic Evil |
o===============o==================o===============o
The choice you make here will also effect the starting sequence you must
complete in order to actually begin the game - depending on your party
alignment, there are different quests that you will start out with.
Abilities {DND003}
o======================================================================o
Each character has six ability scores that define their various, umm,
abilities - Strength, Dexterity, Constitution, Intelligence, Wisdom, and
Charisma. Each of these abilities are important in their own right, but
some are required for certain classes. Fighters, for example, need to
have a high Strength score, while Clerics require Wisdom. Each of these
will be described below, along with recommendations on how where/how
each is important, and how to allocate scores.
There are two ways to select ability scores for your characters - Basic
and Advanced. Personally, I think these names should be reversed, as the
Basic method is actually the better way to create a character.
In the Basic method, you roll a set of six random scores from 3-18, and
assign them to the various ability areas. You can re-roll as many times
as you want, and can therefore keep trying until you get a nice high
set. You should settle for no less than one score of 18, and no score
should ever be less than 10. If you keep at it long enough, it is quite
possible to come up with a truly powerful character this way.
The Advanced method starts you out with a score of 8 in each ability,
and a total of 25 points to allocate. However, it couldn't be that easy,
could it? If you want to raise a particular ability up to 14, it will
cost 1 point for each point raised; to raise it to 15-16, it costs 2
points per point over 14; 17-18 costs 3 points per point over 16. So,
raising a score to 18 would cost a total of 16 points (6 to get to 14,
plus 4 to get to 16, plus another 6 to get to 18). Using this system, it
is impossible to create a powerhouse character.
I very highly recommend using the Basic method and keep rerolling until
you have at least one 18 and a 17 or two to allocate. This is a very
time-consuming process, but definitely worth it in the end.
Strength {DND004}
<---------------------------------------------------------------------->
If you're a Fighter, you must have a high Strength score - period. As
the v.3 rules have seen fit to do away with exceptional strength (the
old 18/xx scoring system), 18 is the best you can do, unless you get
some racial modifier or magical enhancement. The tables below show the
effect of Strength scoring on weight limits (how much crap you can
carry), as well as your ability to force locks and doors, and melee
attacks (collectively, Combat Adjustments):
o===========o=========o=============o============o========o
| Score | Light | Medium | Heavy | Combat |
| | Load | Load | Load | Adjust |
o=========o===========o=============o============o========o
| 1 | < 4 lb. | 4– 6 lb. | 7–10 lb. | -5 |
| 2 | < 7 lb. | 7–13 lb. | 14–20 lb. | -4 |
| 3 | < 11 lb. | 11–20 lb. | 21–30 lb. | -4 |
| 4 | < 14 lb. | 14–26 lb. | 27–40 lb. | -3 |
| 5 | < 17 lb. | 17–33 lb. | 34–50 lb. | -3 |
| 6 | < 21 lb. | 21–40 lb. | 41–60 lb. | -2 |
| 7 | < 24 lb. | 24–46 lb. | 47–70 lb. | -2 |
| 8 | < 27 lb. | 27–53 lb. | 54–80 lb. | -1 |
| 9 | < 31 lb. | 31–60 lb. | 61–90 lb. | -1 |
| 10 | < 34 lb. | 34–66 lb. | 67–100 lb. | 0 |
| 11 | < 39 lb. | 39–76 lb. | 77–115 lb. | 0 |
| 12 | < 44 lb. | 44–86 lb. | 87–130 lb. | +1 |
| 13 | < 51 lb. | 51–100 lb. | 101–150 lb.| +1 |
| 14 | < 59 lb. | 59–116 lb. | 117–175 lb.| +2 |
| 15 | < 67 lb. | 67–133 lb. | 134–200 lb.| +2 |
| 16 | < 77 lb. | 77–153 lb. | 154–230 lb.| +3 |
| 17 | < 86 lb. | 87–173 lb. | 174–260 lb.| +3 |
| 18 | < 101 lb. | 101–200 lb. | 201–300 lb.| +4 |
| 19 | < 116 lb. | 117–233 lb. | 234–350 lb.| +4 |
| 20-21* | < 134 lb. | 134-266 lb. | 267-400 lb.| +5 |
| 22-23 | * | * | * | +6 |
| 24-25 | * | * | * | +7 |
| 26-27 | * | * | * | +8 |
| 28-29 | * | * | * | +9 |
| 30-31 | * | * | * | +10 |
| 32-33 | * | * | * | +11 |
| 34-35 | * | * | * | +12 |
| 36-37 | * | * | * | +13 |
| 38-39 | * | * | * | +14 |
| 40-41 | * | * | * | +15 |
| 42-43 | * | * | * | +16 |
| 44-45 | * | * | * | +17 |
o=========o===========o=============o============o========o
* Maximum Load Allowance
Once you are carrying enough to get to Medium Load or higher, there is a
penalty to your Dexterity bonus, AC Checks, and Movement (the penalty to
movement can severely hurt you in combat situations).
o========o=========o==========o==========o==========o=====o
| Load | Max Dex | AC Check | Speed | Speed | Run |
| | Bonus | Penalty | 30 ft. | 20 ft. | |
o========o=========o==========o==========o==========o=====0
| Medium | +3 | –3 | 20 ft. | 15 ft. | x4 |
| Heavy | +1 | –6 | 20 ft. | 15 ft. | x3 |
o========o=========o==========o==========o==========o=====0
Dexterity {DND005}
<---------------------------------------------------------------------->
This affects your Armor Class, your adjustment for missile weapons, and
Reflex Saving Throws. Every character should get at least a 16 Dexterity
for the armor class modifier, if at all possible.
o=======o========o
| |Missile,|
| | Armor, |
| Score |and Save|
| |Adjust. |
o=======o========o
| 1 | -5 |
| 2-3 | -4 |
| 4-5 | -3 |
| 6-7 | -2 |
| 8-9 | -1 |
| 10-11 | 0 |
| 12-13 | +1 |
| 14-15 | +2 |
| 16-17 | +3 |
| 18-19 | +4 |
| 20-21 | +5 |
| 22-23 | +6 |
| 24-25 | +7 |
| 26-27 | +8 |
| 28-29 | +9 |
| 30-31 | +10 |
| 32-33 | +11 |
| 34-35 | +12 |
| 36-37 | +13 |
| 38-39 | +14 |
| 40-41 | +15 |
| 42-43 | +16 |
| 44-45 | +17 |
o=======o========o
Note: Your Dexterity will also affect your Thieving abilities... only if
you're a Rogue, of course. Wouldn't that make them Roguing abilities?
Whatever... if you're a Rogue, you should definitely make this an 18.
Constitution {DND006}
<---------------------------------------------------------------------->
This gives you Hit Points. Hit points are good. They tell you how much
damage you can sustain before dying. Dying is bad - you should do all
that you can to avoid this. Constitution also effects your Fortitude
Saving Throws. I highly suggest you raise this to at least 16.
o=======o=========o
| |Hit Point|
| Score |and Save |
| |Adjust. |
o=======o=========o
| 1 | -5 |
| 2-3 | -4 |
| 4-5 | -3 |
| 6-7 | -2 |
| 8-9 | -1 |
| 10-11 | 0 |
| 12-13 | +1 |
| 14-15 | +2 |
| 16-17 | +3 |
| 18-19 | +4 |
| 20-21 | +5 |
| 22-23 | +6 |
| 24-25 | +7 |
| 26-27 | +8 |
| 28-29 | +9 |
| 30-31 | +10 |
| 32-33 | +11 |
| 34-35 | +12 |
| 36-37 | +13 |
| 38-39 | +14 |
| 40-41 | +15 |
| 42-43 | +16 |
| 44-45 | +17 |
o=======o========o
Intelligence {DND007}
<---------------------------------------------------------------------->
In addition to being the required stat for Wizards (but not Sorcerers),
this also affects your Skill points. If you're creating a Wizard, make
this an 18; if not, you still cannot simply ignore this attribute. You
should never lower this below 12, unless there is absolutely no choice.
o=======o========o====================o
| | Spell, | Bonus Spells per |
| Score | Skill | Spell Level |
| |Modifier| 1 / 2 / 3 / 4 / 5 |
o=======o========o====================o
| 1 | -5 | Cannot Cast Spells |
| 2-3 | -4 | Cannot Cast Spells |
| 4-5 | -3 | Cannot Cast Spells |
| 6-7 | -2 | Cannot Cast Spells |
| 8-9 | -1 | Cannot Cast Spells |
| 10-11 | 0 | 0 / 0 / 0 / 0 / 0 |
| 12-13 | +1 | 1 / 0 / 0 / 0 / 0 |
| 14-15 | +2 | 1 / 1 / 0 / 0 / 0 |
| 16-17 | +3 | 1 / 1 / 1 / 0 / 0 |
| 18-19 | +4 | 1 / 1 / 1 / 1 / 0 |
| 20-21 | +5 | 2 / 1 / 1 / 1 / 1 |
| 22-23 | +6 | 2 / 2 / 1 / 1 / 1 |
| 24-25 | +7 | 2 / 2 / 2 / 1 / 1 |
| 26-27 | +8 | 2 / 2 / 2 / 2 / 1 |
| 28-29 | +9 | 3 / 2 / 2 / 2 / 2 |
| 30-31 | +10 | 3 / 3 / 2 / 2 / 2 |
| 32-33 | +11 | 3 / 3 / 3 / 2 / 2 |
| 34-35 | +12 | 3 / 3 / 3 / 3 / 2 |
| 36-37 | +13 | 4 / 3 / 3 / 3 / 3 |
| 38-39 | +14 | 4 / 4 / 3 / 3 / 3 |
| 40-41 | +15 | 4 / 4 / 4 / 3 / 3 |
| 42-43 | +16 | 4 / 4 / 4 / 4 / 3 |
| 44-45 | +17 | 5 / 4 / 4 / 4 / 4 |
o=======o========o====================o
Wisdom {DND008}
<---------------------------------------------------------------------->
The same as Intelligence is for Wizards, Wisdom is for Clerics, Druids,
Rangers, and Paladins. And, as with Wizards, this score will effect
things beyond just spell abilities. However, for some classes it is a
totally useless stat, so lowering it a lot is an option.
o=======o========o====================o
| | Spell, | Bonus Spells per |
| Score | Skill | Spell Level |
| |Modifier| 1 / 2 / 3 / 4 / 5 |
o=======o========o====================o
| 1 | -5 | Cannot Cast Spells |
| 2-3 | -4 | Cannot Cast Spells |
| 4-5 | -3 | Cannot Cast Spells |
| 6-7 | -2 | Cannot Cast Spells |
| 8-9 | -1 | Cannot Cast Spells |
| 10-11 | 0 | 0 / 0 / 0 / 0 / 0 |
| 12-13 | +1 | 1 / 0 / 0 / 0 / 0 |
| 14-15 | +2 | 1 / 1 / 0 / 0 / 0 |
| 16-17 | +3 | 1 / 1 / 1 / 0 / 0 |
| 18-19 | +4 | 1 / 1 / 1 / 1 / 0 |
| 20-21 | +5 | 2 / 1 / 1 / 1 / 1 |
| 22-23 | +6 | 2 / 2 / 1 / 1 / 1 |
| 24-25 | +7 | 2 / 2 / 2 / 1 / 1 |
| 26-27 | +8 | 2 / 2 / 2 / 2 / 1 |
| 28-29 | +9 | 3 / 2 / 2 / 2 / 2 |
| 30-31 | +10 | 3 / 3 / 2 / 2 / 2 |
| 32-33 | +11 | 3 / 3 / 3 / 2 / 2 |
| 34-35 | +12 | 3 / 3 / 3 / 3 / 2 |
| 36-37 | +13 | 4 / 3 / 3 / 3 / 3 |
| 38-39 | +14 | 4 / 4 / 3 / 3 / 3 |
| 40-41 | +15 | 4 / 4 / 4 / 3 / 3 |
| 42-43 | +16 | 4 / 4 / 4 / 4 / 3 |
| 44-45 | +17 | 5 / 4 / 4 / 4 / 4 |
o=======o========o====================o
Charisma {DND009}
<---------------------------------------------------------------------->
Charisma affects NPC reactions to you; for Bards and Sorcerers it also
affects your spell abilities, so it's a dump stat for everybody else.
Bards and Sorcerers should get no less than a 16 in it. A high Charisma
score is also important for the party leader (the character who will
talk to NPCs throughout the game), as it will affect how they react and
respond to you.
o=======o========o====================o
| | Spell, | Bonus Spells per |
| Score | Skill | Spell Level |
| |Modifier| 1 / 2 / 3 / 4 / 5 |
o=======o========o====================o
| 1 | -5 | Cannot Cast Spells |
| 2-3 | -4 | Cannot Cast Spells |
| 4-5 | -3 | Cannot Cast Spells |
| 6-7 | -2 | Cannot Cast Spells |
| 8-9 | -1 | Cannot Cast Spells |
| 10-11 | 0 | 0 / 0 / 0 / 0 / 0 |
| 12-13 | +1 | 1 / 0 / 0 / 0 / 0 |
| 14-15 | +2 | 1 / 1 / 0 / 0 / 0 |
| 16-17 | +3 | 1 / 1 / 1 / 0 / 0 |
| 18-19 | +4 | 1 / 1 / 1 / 1 / 0 |
| 20-21 | +5 | 2 / 1 / 1 / 1 / 1 |
| 22-23 | +6 | 2 / 2 / 1 / 1 / 1 |
| 24-25 | +7 | 2 / 2 / 2 / 1 / 1 |
| 26-27 | +8 | 2 / 2 / 2 / 2 / 1 |
| 28-29 | +9 | 3 / 2 / 2 / 2 / 2 |
| 30-31 | +10 | 3 / 3 / 2 / 2 / 2 |
| 32-33 | +11 | 3 / 3 / 3 / 2 / 2 |
| 34-35 | +12 | 3 / 3 / 3 / 3 / 2 |
| 36-37 | +13 | 4 / 3 / 3 / 3 / 3 |
| 38-39 | +14 | 4 / 4 / 3 / 3 / 3 |
| 40-41 | +15 | 4 / 4 / 4 / 3 / 3 |
| 42-43 | +16 | 4 / 4 / 4 / 4 / 3 |
| 44-45 | +17 | 5 / 4 / 4 / 4 / 4 |
o=======o========o====================o
Race {DND010}
o======================================================================o
Selecting your Race can have a long-term impact to your character, in
addition to the immediate impact to the creation process. You know those
ability scores you just rolled up? Well, depending on which Race you
decide to be, they are now different.
There are seven Races to choose from in ToEE, and each race has its own
advantages and disadvantages - these are detailed below, followed by a
summarization table.
Human {DND011}
o======================================================================o
Humans are the most common race, and have the fewest restrictions. They
do not have ability modifiers, and they do not have a Favored Class. If
you are new to the game, this is the easiest and safest choice. Humans
are considered to be Medium-sized creatures, and have a base land speed
of 30 ft (I believe this is per round, or 6 seconds).
Humans do get an extra Feat at 1st level, as well as four extra Skill
points; they also gain an extra Skill point at each subsequent level.
Dwarf {DND012}
o======================================================================o
Dwarves are smaller in stature, but much hardier than humans. They are
also Medium sized creatures, but due to their sturdy nature they get a
bonus (+2) to Constitution. They are also somewhat gruff, and so get a
penalty (-2) to Charisma. Dwarves move at a base land speed of 20 ft,
but suffer no movement penalties for Medium or Heavy loads.
Being shorter than humans gives them greater stability, and they get a
bonus (+4) on ability checks if they are tripped or against an attempt
to knock them down.
They also get several other racial bonuses - these apply mostly in
combat situations. Dwarves gain a bonus (+2) to saving throws vs poison,
a bonus (+2) to saves vs spells, a bonus (+1) to attack vs Orcs and
Goblin-like creatures, a dodge bonus (+4) to Armor Class vs giant-class
creatures, and a bonus (+2) on Appraisal checks for items made of stone
or metal.
Dwarves are generally Lawful in alignment, and tend toward Good more
often than Evil.
These racial modifiers make them ideal as fighters, and indeed that is
their Favored Class.
Elf {DND013}
o======================================================================o
Elves are also shorter than humans, however they are generally taller
and more nimble than Dwarves. This gives them a bonus (+2) to Dexterity,
at the expense of a penalty (-2) to Constitution. They are also Medium
sized creatures, and their base land speed is 30 ft; but Elves do not
get the immunity to encumbrance like Dwarves.
Due to their magical nature, Elves are immune to Sleep and similar spell
effects; they also get a bonus (+2) to saving throws vs enchantment
spells and spell-like effects.
Other racial bonuses include a (+2) on Listen, Search, and Spot checks,
and they get an automatic Search check if passing within 5 feet of a
secret or concealed door.
Elves are most often Chaotic, tending toward Good. Due to their affinity
with magic, an Elf's favored class is Wizard.
Gnome {DND014}
o======================================================================o
Gnomes are interesting creatures, being much smaller even than Dwarves.
They are considered Small sized, and this gives them several advantages
that larger creatures do not get. They have a base land speed of 20 ft,
but their carrying limits are reduced to 3/4 of what a Medium sized
character can carry.
Gnomes get a bonus (+2) to Constitution, but suffer a penalty (-2) to
their Strength.
Being small, Gnomes gain a bonus (+1) to Armor Class, a bonus (+1) to
attack rolls, and a bonus (+4) to Hide checks. They are also magical in
nature, and so get a bonus (+2) to saving throws vs illusions. Further,
the difficulty rating for an illusion spell that is cast by a Gnome is
increased by 2. They also get a bonus (+2) to all Listen checks.
Gnomes get a racial bonus (+1) to attacks vs goblinoid creatures (this
includes Goblins, Hobgoblins, and Bugbears), and a dodge bonus (+4) to
Armor Class against giant-sized enemies.
Gnomes are most often Good-aligned, tending equally between Lawful and
Chaotic. Now most game worlds have Gnomes cast as Illusionists, and
indeed it would make sense based on their bonuses vs illusion spells and
effects. But since there is no Illusionist class in ToEE, their Favored
Class is Bard.
Half-Elf {DND015}
o======================================================================o
At some point in history, a Human boinked an Elf (or was it the other
way around?) and the Half-Elf was born. The classic outsider, they feel
accepted by neither of their parent races. They are considered Medium
sized creatures, with a base land speed of 30 ft.
Half-Elves gain some of the racial bonuses of Elves; most notably the
immunity to Sleep spells and effects, and the bonus (+2) to saves vs
enchantment magic. They also get the bonus (+1) to Listen, Search, and
Spot checks, however they do not get the automatic ability to discover
secret or concealed doors.
They also gain a bonus (+2) to Diplomacy and Gather Information checks.
Generally Chaotic, they can be either Good or Evil. Half-Elves do not
have a Favored Class.
Half-Orc {DND016}
o======================================================================o
Humans mating with Orcs? Well, any port in a storm, eh...? Generally
taller than Humans, these hybrids are still Medium sized with a base
land speed of 30 ft.
Their heritage grants them several ability modifications, including a
bonus (+2) to Strength, but with penalties (-2) to Intelligence and (-2)
to Charisma. They are not well-suited to being party leaders.
They make excellent fighters, and the Half-Orc's Favored Class is the
Barbarian.
Halfling {DND017}
o======================================================================o
The staples of most fantasy worlds, Halflings are small, cunning, and
quick. They are Small sized, which gives them several racial modifiers,
with a base land speed of 20 ft. Because of their stature, they are
somewhat limited in their weapon choices and their carrying capacity is
3/4 of normal.
As Small sized creatures, Halflings gain a bonus (+2) to Dexterity, but
get a penalty (-2) to Strength. However, like Gnomes, they also get a
bonus (+1) to Armor Class, a bonus (+1) on attack rolls, along with an
additional bonus (+1) to attacks with slings and thrown weapons.
Halflings get a bonus to Hide (+4), Move Silently (+2), and Listen (+2)
checks; they also gain a bonus (+1) on all saving throws, along with an
additional bonus (+2) on saves vs fear effects.
Most Halflings are Neutral, favoring neither Law nor Chaos, but tend to
be Good rather than Evil.
Racial Ability Modifiers Table {DND018}
o======================================================================o
To make life easier for you, the player, I have included below a simple
table outlining the main racial ability modifiers and favored classes
of each race. Keep these in mind when creating a character, because that
awesome 18 Strength you gave your Halfling, for example, just went away.
o==========o=========o===========o
| Race | Ability | Favored |
| | Adjust. | Class |
o==========o=========o===========o
| Human | None | Any |
o==========o=========o===========o
| Dwarf | +2 CON | Fighter |
| | -1 CHA | |
o==========o=========o===========o
| Elf | +2 DEX | Wizard |
| | –2 CON | |
o==========o=========o===========o
| Gnome | +2 CON | Bard |
| | -2 STR | |
o==========o=========o===========o
| Half-Elf | None | Any |
o==========o=========o===========o
| | +2 STR | |
| Half-Orc | -2 INT | Barbarian |
| | -2 CHA | |
o==========o=========o===========o
| Halfling | +2 DEX | Rogue |
| | -2 STR | |
o==========o=========o===========o
Gender {DND019}
o======================================================================o
Male, or Female? That is the next choice to make when creating a new
character. So which should you choose? Who cares...? Gender in no way
affects the game; the only reason to choose one over the other is that
there are only a limited number of portraits to select from. Note that
there are a few gender-specific dialog options within the game, but they
have no real impact on the overall play of the game.
Height {DND020}
o======================================================================o
Height also has no real impact on the game, and is really kind of silly
in the overall scheme of things. Whatever you want, my friend...
Hair {DND021}
o======================================================================o
Hair? Really? Who gives a crap what your hair style and color is? Oh
well... since it's in the game, it's mentioned in the guide.
Class {DND022}
o======================================================================o
Finally! Something important! Your class is your job, your profession,
what you do, and how and why you do it. It is arguably the most
important choice you will make during the character creation process.
There are eleven classes from which to choose, and you can only choose
one to start. It is possible to dual- or multi-class as you progress,
but you must start as only a single class.
All characters start at 1st level; as you gain experience points (XP),
you will eventually gain levels. At each new level you may also gain
some new skill, feat, or ability (as well as increased Hit Points).
o=======o=======o===========o===========o=======o=========o
| Level | XP |Class Skill|Cross-Class| Feats | Ability |
| | | Max | Skill Max | | Increase|
o=======o=======o===========o===========o=======o=========o
| 1 | 0 | 4 | 2 | 1st | --- |
o=======o=======o===========o===========o=======o=========o
| 2 | 1000 | 5 | 2.5 | --- | --- |
o=======o=======o===========o===========o=======o=========o
| 3 | 3000 | 6 | 3 | 2nd | --- |
o=======o=======o===========o===========o=======o=========o
| 4 | 6000 | 7 | 3.5 | --- | 1st |
o=======o=======o===========o===========o=======o=========o
| 5 | 10000 | 8 | 4 | --- | --- |
o=======o=======o===========o===========o=======o=========o
| 6 | 15000 | 9 | 4.5 | 3rd | --- |
o=======o=======o===========o===========o=======o=========o
| 7 | 21000 | 10 | 5 | --- | --- |
o=======o=======o===========o===========o=======o=========o
| 8 | 28000 | 11 | 5.5 | --- | 2nd |
o=======o=======o===========o===========o=======o=========o
| 9 | 36000 | 12 | 6 | 4th | --- |
o=======o=======o===========o===========o=======o=========o
| 10 | 45000 | 13 | 6.5 | --- | --- |
o=======o=======o===========o===========o=======o=========o
Each class has advantages and disadvantages and, as laid out earlier in
the Race section, most races have a Favored Class. I will cover this in
a later section; the next several sections (11 to be exact) will deal
with each class individually.
o==========================o
|Barbarian | {DND023}
o==========================o
Hit points per Level: d12
<---------------------------------------------------------------------->
Barbarians are strong, tough combatants, having the ability to go into
a berserker rage to gain extra Strength and Constitution at the expense
of Armor Class and some saving throws; they may do this once per day for
every four levels of experience (1x/day at Level 1, 2x/day at Level 4,
etc). Other special abilities are gained as the Barbarian gains levels;
these are detailed in the table below:
o=======o=============o=========o========o======o===============o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o===============o
| 1 | +1 | +2 | +0 | +0 | Fast Movement |
| | | | | | Rage 1x/day |
o=======o=============o=========o========o======o===============o
| 2 | +2 | +2 | +0 | +0 | Uncanny Dodge |
o=======o=============o=========o========o======o===============o
| 3 | +3 | +3 | +1 | +1 | Trap Sense +1 |
o=======o=============o=========o========o======o===============o
| 4 | +4 | +4 | +1 | +1 | Rage 2x/day |
o=======o=============o=========o========o======o===============o
| 5 | +5 | +4 | +1 | +1 | Improved |
| | | | | | Uncanny Dodge |
o=======o=============o=========o========o======o===============o
| 6 | +6/+1 | +5 | +2 | +2 | Trap Sense +2 |
o=======o=============o=========o========o======o===============o
| 7 | +7/+2 | +5 | +2 | +2 | Damage |
| | | | | | Reduction 1/- |
o=======o=============o=========o========o======o===============o
| 8 | +8/+3 | +6 | +2 | +2 | Rage 3x/day |
o=======o=============o=========o========o======o===============o
| 9 | +9/+4 | +6 | +3 | +3 | Trap Sense +3 |
o=======o=============o=========o========o======o===============o
| 10 | +10/+5 | +7 | +3 | +3 | Damage |
| | | | | | Reduction 2/- |
o=======o=============o=========o========o======o===============o
Barbarians get (4 + <INT Mod>) x4 Skill points to start, and gain an
additional 4 + <INT MOd> skill points per level. So, with an INT score
of 12, a Barbarian would get (4 + 1) x4, or 20 starting skill points,
and would gain 5 skill points at each new level.
Fast Movement allows the Barbarian to move +10 ft faster than other
classes. So, with none to light armor and light load, they move at 40
ft instead of the normal 30; with medium armor and/or medium load, this
drops to 30 ft; and when wearing heavy armor and/or heavily encumbered
they can move at 20 ft.
The Barbarians Rage ability grants them a temporary bonus to Strength
and Constitution (+4 to each), along with a bonus (+2) to Will saves;
however, they suffer a penalty (-2) to their armor class. The Rage will
last for 3 rounds plus their enhanced Constitution modifier; so... a
Barbarian with a normal CON of 16 goes into a Rage and his CON bumps up
to 20, giving him a modifier of +5 - the Rage will last for 8 rounds.
Here's the downside though - once the Rage ends, he loses 2 points of
Strength and 2 points of Dexterity for the same period (an additional
8 rounds, in this case).
Uncanny Dodge allows the Barbarian to keep/use his Dexterity modifier
even if he is flat-footed, or is struck by an invisible attacker. The
Improved Uncanny Dodge ability prevents him from being flanked, and he
cannot be sneak attacked by a Rogue.
Trap Sense grants the listed bonus to Reflex saves to avoid a trap, and
a dodge bonus to armor class vs a trap's effects, if sprung.
Finally, Damage Reduction allows him to ignore the first point of damage
(first 2 points at 10th level) dealt by an attacker.
Barbarians cannot be Lawful, but may choose from any other alignment
combination (Neutral or Chaotic; Good, Neutral, or Evil).
o==========================o
|Bard | {DND024}
o==========================o
Hit points per Level: d6
<---------------------------------------------------------------------->
No matter what the game authors try to do with Bards, they still end up
being a suck-fest. While they gain special abilities every few levels,
these abilities are all but useless in a combat-based game environment.
They have little combat ability, and they gain spells at a slower rate
than any other class. I have never had a Bard character in any game I
have ever played, and likely never will. Nevertheless, I offer you the
statistics below:
o=======o=============o=========o========o======o==================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o==================o
| | | | | | Bardic Knowledge |
| | | | | | Bardic Music: |
| 1 | +0 | +0 | +2 | +2 | Countersong |
| | | | | | Fascinate |
| | | | | |Inspire Courage +1|
o=======o=============o=========o========o======o==================o
| 2 | +1 | +0 | +3 | +3 | --- |
o=======o=============o=========o========o======o==================o
| 3 | +2 | +1 | +3 | +3 | Inspire |
| | | | | | Competence |
o=======o=============o=========o========o======o==================o
| 4 | +3 | +1 | +4 | +4 | --- |
o=======o=============o=========o========o======o==================o
| 5 | +2 | +1 | +4 | +4 | --- |
o=======o=============o=========o========o======o==================o
| 6 | +4 | +2 | +5 | +5 | Intimidate |
o=======o=============o=========o========o======o==================o
| 7 | +5 | +2 | +5 | +5 | --- |
o=======o=============o=========o========o======o==================o
| 8 | +6/+1 | +2 | +6 | +6 |Inspire Courage +2|
o=======o=============o=========o========o======o==================o
| 9 | +6/+1 | +3 | +6 | +6 |Inspire Greatness |
o=======o=============o=========o========o======o==================o
| 10 | +7/+2 | +3 | +7 | +7 | --- |
o=======o=============o=========o========o======o==================o
Bardic Knowledge is a special ability check (Bard level + INT modifier)
and if successful may impart some knowledge about an unknown person,
item, or object. This is not the same as Identify, rather it discovers
some kind of general idea of what an item's funtion may be.
Bardic Music is usable 1x/day per Bard level; it allows the Bard to
invoke one of several effects:
Countersong: for a maximum of 10 rounds, the Bard may do a Perform
check to counter magical effects that are based on sound (Command,
Sound Bursts, etc). Any creature within 30 ft of the Bard may use
this check in place of a saving throw to avoid the spell effect.
Requires a minimum of three ranks in the Perform skill.
Fascinate: this also requires 3+ points in the Perform skill, and
allows the Bard to target a creature within 90 ft; if successful,
the affected creature suffers a penalty (-4) on Listen, Spot, and
other reaction-based skill checks. The effect is broken if/when the
target creature is attacked, or if a threatening action is made.
Inspire Courage: again, 3 or more points in the Perform skill are
necessary for this. For as long as the Bard contiues to invoke
this effect, and for five rounds afterwards, all allies in hearing
range gain a bonus to saves vs charm and fear, as well as attack
and damage rolls (+1 at levels 1-7, +2 at level 8 or above).
Inspire Competence: this effect requires 6+ Perform skill points; an
ally within 30 ft gains a bonus (+2) on skill checks while the Bard
continues to invoke the effect, to a maximum of two minutes.
Intimidate: with nine or more Perform points, the Bard can cause a
creature that is already Facinated to move away from the Bard for
a number of rounds equal to the Bard's level.
Inspire Greatness: If the Bard has at least 12 Perform points, they
can grant themselves or an ally (within 30 ft) a bonus to their
Hit Points (+2d10), which includes the appropriate increase in
their Constitution modifier, along with a bonus to attack rolls
(+2) and Fortitude saves (+1). This effect lasts for as long as the
Bard continues to 'sing' and the ally stays within range (30 ft).
Bards can also cast spells, in a manner similar to Sorcerers (that is,
they do not have to write spells into a spell book and memorize then the
way Wizards do). Therefore, a high Charisma score is essential if want
your Bard to be able to cast spells. Dexterity and Intelligence are also
important for the Bard to gain and use his special abilities. The table
below shows how many spells a Bard can know and cast, assuming they have
the requisite Charisma score to obtain that spell level (Charisma score
plus spell level).
o=======o=====o=====o=====o=====o=====o
| Spell | 0 | 1 | 2 | 3 | 4 |
| Level | | | | | |
o=======o=======o=====o=====o=====o=====o=====o
| Bard | Known | | | | | |
| Level | /Cast | | | | | |
o=======o=======o=====o=====o=====o=====o=====o
| 1 | | 4/2 | --- | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o
| 2 | | 5/3 | 2/0 | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o
| 3 | | 6/3 | 3/1 | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o
| 4 | | 6/3 | 3/2 | 2/0 | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o
| 5 | | 6/3 | 4/3 | 3/1 | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o
| 6 | | 6/3 | 4/3 | 3/2 | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o
| 7 | | 6/3 | 4/3 | 4/2 | 2/0 | --- |
o=======o=======o=====o=====o=====o=====o=====o
| 8 | | 6/3 | 4/3 | 4/3 | 3/1 | --- |
o=======o=======o=====o=====o=====o=====o=====o
| 9 | | 6/3 | 4/3 | 4/3 | 3/2 | --- |
o=======o=======o=====o=====o=====o=====o=====o
| 10 | | 6/3 | 4/3 | 4/3 | 4/2 | 2/0 |
o=======o=======o=====o=====o=====o=====o=====o
Bards start with (6 + <INT Mod>) x4 Skill points, and get an additional </pre><pre id="faqspan-2">
6 + <INT MOd> skill points per level. So, with an INT score of 16, a
Bard would get (6 + 3) x4 = or 36 starting skill points, and would gain
an additional 9 skill points at each new level.
o==========================o
|Cleric | {DND025}
o==========================o
Hit points per Level: d8
<---------------------------------------------------------------------->
The Cleric is a spell caster who is more melee-capable, with mostly
defensive, healing, and status-affecting spells. They might not have
the sheer versatility of a Mage, but they've got a number of great
spells. You'll need healing, disease and poison curing, and the extra
offensive spell-power is nice. Clerics also gain the ability to 'Turn
Undead'. Essentially this ability pits the Cleric's level against an
undead creature's Hit Dice, and the better the Cleric compares, the more
likely they'll be able to turn (or even outright destroy) undead. This
is a passive ability, so if you were... say... under the effects of an
Invisibility spell, you could walk right into a horde of undead and
obliterate them without anyone ever being the wiser.
Clerics start with (2 + <INT Mod>) x 4 skill points, and gain them at
a rate of 2 + <INT Mod> at each new level.
o=======o=============o=========o========o======o==================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o==================o
| 1 | +0 | +2 | +0 | +2 | Turn or Rebuke |
| | | | | | Undead |
o=======o=============o=========o========o======o==================o
| 2 | +1 | +3 | +0 | +3 | --- |
o=======o=============o=========o========o======o==================o
| 3 | +2 | +3 | +1 | +3 | --- |
o=======o=============o=========o========o======o==================o
| 4 | +3 | +4 | +1 | +4 | --- |
o=======o=============o=========o========o======o==================o
| 5 | +3 | +4 | +1 | +4 | --- |
o=======o=============o=========o========o======o==================o
| 6 | +4 | +5 | +2 | +5 | --- |
o=======o=============o=========o========o======o==================o
| 7 | +5 | +5 | +2 | +5 | --- |
o=======o=============o=========o========o======o==================o
| 8 | +6/+1 | +6 | +2 | +6 | --- |
o=======o=============o=========o========o======o==================o
| 9 | +6/+1 | +6 | +3 | +6 | --- |
o=======o=============o=========o========o======o==================o
| 10 | +7/+2 | +7 | +3 | +7 | --- |
o=======o=============o=========o========o======o==================o
Clerics get two 'types' of spells - Domain spells and regular Clerical
spells. Domain spells are not selected, rather they are automatically
granted based on the Domains selected during character creation. Regular
spells are selected by the Cleric each time they level up and gain new
casting abilities.
o=======o=====o=====o=====o=====o=====o=====o
| Spell | 0 | 1 | 2 | 3 | 4 | 5 |
| Level | | | | | | |
o=======o=======o=====o=====o=====o=====o=====o=====o
| Cleric|Regular| | | | | | |
| Level |/Domain| | | | | | |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 1 | | 3 | 1/1 | --- | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 2 | | 4 | 2/1 | --- | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 3 | | 4 | 2/1 | 1/1 | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 4 | | 5 | 3/1 | 2/1 | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 5 | | 5 | 3/1 | 2/1 | 1/1 | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 6 | | 5 | 3/1 | 3/1 | 2/1 | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 7 | | 6 | 4/1 | 3/1 | 2/1 | 1/1 | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 8 | | 6 | 4/1 | 3/1 | 3/1 | 2/1 | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 9 | | 6 | 4/1 | 4/1 | 3/1 | 2/1 | 1/1 |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 10 | | 6 | 4/1 | 4/1 | 3/1 | 3/1 | 2/1 |
o=======o=======o=====o=====o=====o=====o=====o=====o
Each Deity rules over at least three Domains; choosing a Deity to follow
is therefore an important choice for a Cleric. Once selected during the
character creation process, the character must select which of that
Deity's Domains to follow (and therefore get their Domain spells from).
All characters select a Deity, but only Clerics (and to a lesser extent
Paladins) get any real benefit from this selection.
o================o=======o===============o====================o
| Deity | Align | Domains | Typical |
| Name | | | Worshipers |
o================o=======o===============o====================o
| Heironeous | LG | Good, Law, | Paladins, Fighters,|
| God of War | | War | Monks |
o================o=======o===============o====================o
| Moradin | LG | Earth, Good, | Dwarves |
| God of Dwarves | |Law, Protection| |
o================o=======o===============o====================o
| Yondalla | | Good, | |
| Goddess of | LG | Law, | Halflings |
| the Halflings | | Protection | |
o================o=======o===============o====================o
| Ehlonna | | Animal, Good, | Elves, Gnomes, |
| Goddess of | NG | Plant, Sun |Half-Elves, Halfings|
| the Woodlands | | | Rangers, Druids |
o================o=======o===============o====================o
|Garl Glittergold| NG | Good, Trickery| Gnomes |
| God of Gnomes | | Protection | |
o================o=======o===============o====================o
| Pelor | NG | Good, Healing,| Rangers |
| God of the Sun | | Strength, Sun | Bards |
o================o=======o===============o====================o
| Corellon | | Chaos, Good, | |
| Larethian | CG | Protection, | Elves, Bards, |
| God of Elves | | War | Half-Elves |
o================o=======o===============o====================o
| Kord | CG | Chaos, Good, |Fighters, Barbarians|
| God of Strength| |Luck, Strength | Rogues, Athletes |
o================o=======o===============o====================o
|Wee Jas, Goddess| LN | Death, Law, | Wizards, Sorcerers |
|of Death & Magic| | Magic | Necromancers |
o================o=======o===============o====================o
| St. Cuthbert | | Destruction | Fighters, Monks, |
| God of | LN | Law, Strength | Soldiers |
| Retribution | | Protection | |
o================o=======o===============o====================o
| Boccob, God of | N | Knowledge, | Wizards, Sorcerers |
| Magic | |Magic, Trickery| Sages |
o================o=======o===============o====================o
| Fharlanghn | N | Luck, Travel, | Bards, Merchants, |
| God of Roads | | Protection | Adventurers |
o================o=======o===============o====================o
| Obad-Hai | | Air, Animal, | Druids, Barbarians |
| God of Nature | N | Fire, Earth, | Rangers |
| | | Plant, Water | |
o================o=======o===============o====================o
| Olidammara | CN | Chaos, Luck, | Rogues, Bards |
| God of Thieves | | Trickery | Thieves |
o================o=======o===============o====================o
| Hextor, God of | LE | Destruction, | Evil Fighters |
| Tyranny | | Evil, Law, War| Monks |
o================o=======o===============o====================o
| Nerull, God | NE | Death, Evil | Evil Necromancers, |
| of Death | | Trickery | Rogues |
o================o=======o===============o====================o
| Vecna, God | NE | Knowledge | Evil Wizards, Spies|
| of Secrets | | Evil, Magic | Sorcerers, Rogues |
o================o=======o===============o====================o
| Erythnul, God | CE | Chaos, Evil, | Evil Fighters, |
| of Slaughter | | Trickery, War | Barbarians, Rogues |
o================o=======o===============o====================o
| Gruumsh | CE | Chaos, Evil, | Orcs, Half-Orcs |
| God of Orcs | | Strength, War | |
o================o=======o===============o====================o
o==========================o
|Druid | {DND026}
o==========================o
Hit points per Level: d8
<---------------------------------------------------------------------->
Druids are a lot like Clerics, but instead of worshiping gods they are
typically animists and get their power from nature itself. How does that
matter? It doesn't really. Due to their focus on balance in nature, the
Druid must be Neutral in at least one axis, being able to choose any
Neutral-combination alignment (NG, NE, LN, CN, or N). They cannot wear
metal armor, and are restricted in their weapon selections.
Druid spell progression is the same as Clerics, except they do not get
Domain spells.
o=======o=====o=====o=====o=====o=====o=====o
| Spell | 0 | 1 | 2 | 3 | 4 | 5 |
| Level | | | | | | |
o=======o=======o=====o=====o=====o=====o=====o=====o
| Cleric|Regular| | | | | | |
| Level | | | | | | | |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 1 | | 3 | 1 | --- | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 2 | | 4 | 2 | --- | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 3 | | 4 | 2 | 1 | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 4 | | 5 | 3 | 2 | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 5 | | 5 | 3 | 2 | 1 | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 6 | | 5 | 3 | 3 | 2 | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 7 | | 6 | 4 | 3 | 2 | 1 | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 8 | | 6 | 4 | 3 | 3 | 2 | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 9 | | 6 | 4 | 4 | 3 | 2 | 1 |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 10 | | 6 | 4 | 4 | 3 | 3 | 2 |
o=======o=======o=====o=====o=====o=====o=====o=====o
In addition to spells, Druids gain special abilities at each new level:
o=======o=============o=========o========o======o==================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o==================o
| | | | | |Animal Compassion |
| 1 | +0 | +2 | +0 | +2 | Nature Sense |
| | | | | | Wild Empathy |
o=======o=============o=========o========o======o==================o
| 2 | +1 | +3 | +0 | +3 | Woodland Stride |
o=======o=============o=========o========o======o==================o
| 3 | +2 | +3 | +1 | +3 | Trackless Step |
o=======o=============o=========o========o======o==================o
| 4 | +3 | +4 | +1 | +4 | Resist Nature's |
| | | | | | Lure |
o=======o=============o=========o========o======o==================o
| 5 | +3 | +4 | +1 | +4 | Wild Shape 1x/day|
o=======o=============o=========o========o======o==================o
| 6 | +4 | +5 | +2 | +5 | Wild Shape 2x/day|
o=======o=============o=========o========o======o==================o
| 7 | +5 | +5 | +2 | +5 | Wild Shape 3x/day|
o=======o=============o=========o========o======o==================o
| 8 | +6/+1 | +6 | +2 | +6 | Wild Shape-Large |
o=======o=============o=========o========o======o==================o
| 9 | +6/+1 | +6 | +3 | +6 | Venom Immunity |
o=======o=============o=========o========o======o==================o
| 10 | +7/+2 | +7 | +3 | +7 | Wild Shape 4x/day|
o=======o=============o=========o========o======o==================o
A druid's special abilities can often make the difference in losing and
winning a fight; these are described below:
Animal Companion: when first created, a Druid may select an animal to
accompany them in their adventures. Initially, the Druid may select from
the Dire Rat, Dog, Wolf, Jackal, Chicken (really?), Lizard, Black Bear,
Brown Bear, Panda Bear, or Polar Bear. At 4th level and higher, the
Druid gets the option to select from an expanded list.
Nature Sense: grants a bonus (+2) on Survival checks
Resist Nature's Lure: grants a bonus (+4) to saving throws vs spell-like
abilities of Dryads, Nymphs, Sprites, and other Fey creatures.
Wild Shape: the Druid may transform themself into the form of a Wolf,
Brown Bear, or Polar Bear the stated number of times per day. This
transformation lasts for one hour per level, or until cancelled. While
in animal form the Druid cannot cast spells, and cannot communicate
except with other animals of the same type (wolves or bears).
Venom Immunity: immune to all poisons.
Druids gets (4 + <INT Mod>) x 4 skill points to start out, and gains
4 + <INT Mod> points at each new level.
o==========================o
|Fighter | {DND027}
o==========================o
Hit points per Level: d10
<---------------------------------------------------------------------->
Making your own Fighter is the easiest choice for the first game, and
frankly, having a Fighter with 18 Strength, 18 Dexterity, and an 18
Constitution will allow you to muscle through just about anything.
Fighters are the staple of RPG games, and no party can afford to be
without at least one (although the fighter-type can vary - Barbarians,
Rangers, Paladins, and of course Fighters, are all fighter-types).
You should ALWAYS max out the Strength attribute of your Fighters, and
make sure your Constitution and Dexterity are high as well.
Skills points are lower for Fighters, starting at (2 + <INT Mod>) x 4,
and gaining 2 + <INT Mod> each level thereafter.
o=======o=============o=========o========o======o==================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o==================o
| 1 | +1 | +2 | +0 | +0 | Bonus Feat |
o=======o=============o=========o========o======o==================o
| 2 | +2 | +3 | +0 | +0 | Bonus Feat |
o=======o=============o=========o========o======o==================o
| 3 | +3 | +3 | +1 | +1 | --- |
o=======o=============o=========o========o======o==================o
| 4 | +4 | +4 | +1 | +1 | Bonus Feat |
o=======o=============o=========o========o======o==================o
| 5 | +5 | +4 | +1 | +1 | --- |
o=======o=============o=========o========o======o==================o
| 6 | +6/+1 | +5 | +2 | +2 | Bonus Feat |
o=======o=============o=========o========o======o==================o
| 7 | +7/+2 | +5 | +2 | +2 | --- |
o=======o=============o=========o========o======o==================o
| 8 | +8/+3 | +6 | +2 | +2 | Bonus Feat |
o=======o=============o=========o========o======o==================o
| 9 | +9/+4 | +6 | +3 | +3 | --- |
o=======o=============o=========o========o======o==================o
| 10 | +10/+5 | +7 | +3 | +3 | Bonus Feat |
o=======o=============o=========o========o======o==================o
Fighters get a new bonus Feat every other level, in addition to the
normal new feat the all characters get every three levels.
o==========================o
|Monk | {DND028}
o==========================o
Hit points per Level: d8
<---------------------------------------------------------------------->
What can you say about the Monk? Well, here's something ... They are
second only to Bards in how much they suck. They are extremely
susceptible to combat damage early on due to their inability to wear
armor without losing the abilities they do have. Ability points should
go into Strength, Dexterity and Wisdom.
Monks start with (4 + <INT Mod>) x 4 skill points and gain 4 + <INT Mod>
as they progress.
As long as they are not wearing armor, they can avail themselves of a
pretty decent array of special abilities as they gain levels, as shown
in the tables below:
o=======o=============o=========o========o======o==================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o==================o
| | | | | | Bonus Feat, |
| 1 | +0 | +2 | +2 | +2 | Flurry of Blows, |
| | | | | | Unarmed Strike |
o=======o=============o=========o========o======o==================o
| 2 | +1 | +3 | +3 | +3 | Bonus Feat, |
| | | | | | Evasion |
o=======o=============o=========o========o======o==================o
| 3 | +2 | +3 | +3 | +3 | Still Mind |
o=======o=============o=========o========o======o==================o
| 4 | +3 | +4 | +4 | +4 | Ki Strike (magic)|
| | | | | |Slow Fall - 20 ft |
o=======o=============o=========o========o======o==================o
| 5 | +3 | +4 | +4 | +4 | Purity of Body |
o=======o=============o=========o========o======o==================o
| 6 | +4 | +5 | +5 | +5 | Bonus Feat, |
| | | | | |Slow Fall - 30 ft |
o=======o=============o=========o========o======o==================o
| 7 | +5 | +5 | +5 | +5 | Wholeness of Body|
o=======o=============o=========o========o======o==================o
| 8 | +6/+1 | +6 | +6 | +6 |Slow Fall - 40 ft |
o=======o=============o=========o========o======o==================o
| 9 | +6/+1 | +6 | +6 | +6 | Improved Evasion |
o=======o=============o=========o========o======o==================o
| 10 | +7/+2 | +7 | +7 | +7 |Ki Strike (Lawful)|
| | | | | |Slow Fall - 50 ft |
o=======o=============o=========o========o======o==================o
o=======o=============o=========o========o========o
| Level | Flurry | Unarmed | AC |Movement|
| | Attack Bonus| Damage | Bonus | Bonus |
o=======o=============o=========o========o========o
| 1 | -2/-2 | 1d6 | +0 | +0 ft |
o=======o=============o=========o========o========o
| 2 | -1/-1 | 1d6 | +0 | +0 ft |
o=======o=============o=========o========o========o
| 3 | +0/+0 | 1d6 | +0 | +10 ft |
o=======o=============o=========o========o========o
| 4 | +1/+1 | 1d8 | +0 | +10 ft |
o=======o=============o=========o========o========o
| 5 | +2/+2 | 1d8 | +1 | +10 ft |
o=======o=============o=========o========o========o
| 6 | +3/+3 | 1d8 | +1 | +20 ft |
o=======o=============o=========o========o========o
| 7 | +4/+4 | 1d8 | +1 | +20 ft |
o=======o=============o=========o========o========o
| 8 | +5/+5/+0 | 1d10 | +1 | +20 ft |
o=======o=============o=========o========o========o
| 9 | +6/+6/+1 | 1d10 | +1 | +30 ft |
o=======o=============o=========o========o========o
| 10 | +7/+7/+2 | 1d10 | +2 | +30 ft |
o=======o=============o=========o========o========o
Flurry of Blows: this is essentially an extra attack per round, but may
only be done barefisted, or with Monk-specific weapons (kama, shuriken,
quarterstaff, sai, and siangham). The Monk's Strength bonus applies to
all damage done using the Flurry.
Unarmed Strike: just what it sounds like - fist fighting. The Monk will
do the damage indicated, plus any bonuses for Strength.
Bonus Feats: these are somewhat restricted, as follows - at 1st level,
the Monk gets Stunning Fist; at 2nd level they may select either Combat
Reflexes or Deflect Arrows; and at 6th level they get Improved Trip.
Evasion: on a successful Reflex saving throw that would normally result
in half-damage, the Monk instead takes no damage.
Fast Movement: duh... movement rate is increased by the amount indicated
provided they are not wearing armor and are not encumbered.
Still Mind: bonus (+2) to saving throws vs spells and effects from the
Enchantment school of magic.
Ki Strike: fists (unarmed attacks) are treated as magic weapons; at 10th
level, they are also considered Lawful weapons.
Purity of Body: immunity to disease (except magical or supernatural)
Wholeness of Body: this allows the Monk to heal their own wounds, at a
rate of 2 points per level, once per day. The Monk can spread this out
over multiple uses.
Improved Evasion: same as Evasion, but now only suffers half damage on
a failed saving throw.
Monks lose the ability to advance in levels if they choose to dual- or
multi-class. They keep the abilities they had up to that point, but can
no longer level up as a Monk, or gain new abilities.
o==========================o
|Paladin | {DND029}
o==========================o
Hit points per Level: d10
<---------------------------------------------------------------------->
Originally a Fighter sub-class, Paladins are now their own separate
class. Why, you ask? Who knows... Paladins are specialty religious
warriors, fighting on the side of order and righteousness; they must,
therefore, be Lawful Good.
o=======o=============o=========o========o======o==================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o==================o
| | | | | | Aura of Good |
| 1 | +1 | +2 | +0 | +0 | Detect Evil |
| | | | | |Smite Evil 1x/day |
o=======o=============o=========o========o======o==================o
| 2 | +2 | +3 | +0 | +0 | Divine Grace |
| | | | | | Lay On Hands |
o=======o=============o=========o========o======o==================o
| 3 | +3 | +3 | +1 | +1 | Aura of Courage |
| | | | | | Divine Health |
o=======o=============o=========o========o======o==================o
| 4 | +4 | +4 | +1 | +1 | Turn Undead |
o=======o=============o=========o========o======o==================o
| 5 | +5 | +4 | +1 | +1 |Smite Evil 2x/day |
o=======o=============o=========o========o======o==================o
| 6 | +6/+1 | +5 | +2 | +2 | Remove Disease |
| | | | | | 1x/week |
o=======o=============o=========o========o======o==================o
| 7 | +7/+2 | +5 | +2 | +2 | --- |
o=======o=============o=========o========o======o==================o
| 8 | +8/+3 | +6 | +2 | +2 | --- |
o=======o=============o=========o========o======o==================o
| 9 | +9/+4 | +6 | +3 | +3 | Remove Disease |
| | | | | | 2x/week |
o=======o=============o=========o========o======o==================o
| 10 | +10/+5 | +7 | +3 | +3 |Smite Evil 3x/day |
o=======o=============o=========o========o======o==================o
Aura of Good: the effect is the same as the spell Detect Good
Detect Evil: as the spell, this can be used at will.
Smite Evil: this ability allows the Paladin to attempt to kill an evil
opponent with a single blow (melee only), It adds their Charisma bonus
to the attack roll, and deals 1 extra point of damage per level.
Divine Grace: gains a bonus to saving throws equal to Charisma bonus
Lay on Hands: can heal wounds at the rate of level x Charisma bonus. So
for example, a 4th level Paladin with a Chrisma of 16 could heal a total
of (4 x 3), or 12 points of damage.
Aura of Courage: the Paladin is immune to fear, and all allies within
10 ft gain a bonus (+4) to saving throws vs fear.
Divine Health: immunity to all disease
Turn Undead: as the Cleric ability, only at 3 levels lower (so a 7th
level Paladin would turn undead as if they were a 4th level Cleric).
Paladins do eventually gain the ability to cast a few divine spells,
although they should not be considered combat spellcasters.
o=======o=====o=====o
| Spell | 1 | 2 |
| Level | | |
o=======o=======o=====o=====o
|Paladin|Regular| | |
| Level | | | |
o=======o=======o=====o=====o
| 1 | | --- | --- |
o=======o=======o=====o=====o
| 2 | | --- | --- |
o=======o=======o=====o=====o
| 3 | | --- | --- |
o=======o=======o=====o=====o
| 4 | | 0 | --- |
o=======o=======o=====o=====o
| 5 | | 0 | --- |
o=======o=======o=====o=====o
| 6 | | 1 | --- |
o=======o=======o=====o=====o
| 7 | | 1 | --- |
o=======o=======o=====o=====o
| 8 | | 1 | 0 |
o=======o=======o=====o=====o
| 9 | | 1 | 0 |
o=======o=======o=====o=====o
| 10 | | 1 | 1 |
o=======o=======o=====o=====o
Paladins get skill points the same as other fighter-types, getting a
total of (2 + <INT Mod>) x4 to start and 2 + <INT Mod> at each level.
CAUTION! If a Paladin engages in an unlawful or evil act, he/she will
become 'fallen', and will lose all special abilities, as well as the
ability to gain levels, until they atone for their sin(s). This can be
accomplished by having a Cleric cast Atonement on them, although this
can be a costly measure (as it should be).
If a Paladin dual- or multi-classes, they lose the ability to advance
any further as a Paladin; they do keep any abilities already gained.
o==========================o
|Ranger | {DND030}
o==========================o
Hit points per Level: d8
<---------------------------------------------------------------------->
Another class that used to be a Fighter sub-class, Rangers are also now
afforded their own separate class. Similar to Paladins, they gain the
ability to cast some spells at higher levels (Druid spells, mostly).
Many Ranger skills and feats are based on Dexterity, so this score
should be raised, in addition to Strength and Wisdom.
Rangers get one of the best starting skill sets, gaining a total of
(6 + <INT Mod> x 4) to start and 6 + <INT Mod> at each level.
o=======o=============o=========o========o======o==================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o==================o
| | | | | | Favored Enemy |
| 1 | +1 | +2 | +2 | +0 | Survival |
| | | | | | Wild Empathy |
o=======o=============o=========o========o======o==================o
| 2 | +2 | +3 | +3 | +0 | Combat Style |
o=======o=============o=========o========o======o==================o
| 3 | +3 | +3 | +3 | +1 | --- |
o=======o=============o=========o========o======o==================o
| 4 | +4 | +4 | +4 | +1 | Animal Companion |
o=======o=============o=========o========o======o==================o
| 5 | +5 | +4 | +4 | +1 | Favored Enemy |
o=======o=============o=========o========o======o==================o
| 6 | +6/+1 | +5 | +5 | +2 | Improved |
| | | | | | Combat Style |
o=======o=============o=========o========o======o==================o
| 7 | +7/+2 | +5 | +5 | +2 | Woodland Strike |
o=======o=============o=========o========o======o==================o
| 8 | +8/+3 | +6 | +6 | +2 | Swift Tracker |
o=======o=============o=========o========o======o==================o
| 9 | +9/+4 | +6 | +6 | +3 | Evasion |
o=======o=============o=========o========o======o==================o
| 10 | +10/+5 | +7 | +7 | +3 | Favored Enemy |
o=======o=============o=========o========o======o==================o
Track: this is Survival as an automatic bonus feat.
Combat Style: this is also an automatic free feat, but applies only to
feats that are combat related (two weapon fighting or archery). The
Ranger must be wearing light or no armor to use this ability.
Improved Combat Style: if archery was selected at level 2, then this
adds the Manyshot feat; if two weapon fighting was chosen, this will
add Improved Two Weapon Fighting. As before, this only applies when
the Ranger is wearing light or no armor.
Animal Companion: the same as for Druids.
Swift Tracker: no speed penalty while tracking
Evasion: same as the Monk ability
Favored Enemy: grants a bonus (+2) to Bluff, Listen, Sense Motive, Spot,
and Survival checks when encountering the enemy, as well as a bonus (+2)
to all damage rolls vs the chosen creature. This bonus increases as the
Ranger advances, so when they choose a second favored enemy, the bonuses
against the first go up to (+4); when the third is gained, it increases
again by 2 for the previous enemies. If the selected favored enemy is
either Humanoids or Outsiders, a second choice is made for sub-type:
o===========================o===================o
| Enemy Type | Examples |
o===========================o===================o
| Aberration | Beholder |
o===========================o===================o
| Animal | Bear |
o===========================o===================o
| Construct | Golem |
o===========================o===================o
| Dragon | Ice Lizard |
o===========================o===================o
| Elemental | Invisible Stalker |
o===========================o===================o
| Fey | Dryad |
o===========================o===================o
| Giant | Ogre |
o===========================o===================o
| Humanoid (aquatic) | Merfolk |
o===========================o===================o
| Humanoid (dwarf) | Dwarf |
o===========================o===================o
| Humanoid (goblinoid) | Hobgoblin |
o===========================o===================o
| Humanoid (elf) | Elf |
o===========================o===================o
| Humanoid (gnoll) | Gnoll |
o===========================o===================o
| Humanoid (halfling) | Halfling |
o===========================o===================o
| Humanoid (human) | Human |
o===========================o===================o
| Humanoid (orc) | Orc |
o===========================o===================o
| Humanoid (reptilian) | Kobold |
o===========================o===================o
| Humanoid (shapechanger) | Doppleganger |
o===========================o===================o
| Magical Beast | Displacer Beast |
o===========================o===================o
| Monstrous Humanoid | Minotaur |
o===========================o===================o
| Ooze | Gelatinous Cube |
o===========================o===================o
| Outsider (air) | Arrowhawk |
o===========================o===================o
| Outsider (chaotic) | Demon |
o===========================o===================o
| Outsider (earth) | Xorn |
o===========================o===================o
| Outsider (evil) | Devil |
o===========================o===================o
| Outsider (fire) | Salamander |
o===========================o===================o
| Outsider (good) | Celestial |
o===========================o===================o
| Outsider (lawful) | Formian |
o===========================o===================o
| Outsider (water) | Tojanida |
o===========================o===================o
| Plant | Shambling Mound |
o===========================o===================o
| Undead | Zombie |
o===========================o===================o
| Vermin | Spider |
o===========================o===================o
As mentioned before, Rangers gain some spellcasting abilities at higher
levels. This is the same as Paladins, except Rangers gain Druid spells.
o=======o=====o=====o
| Spell | 1 | 2 |
| Level | | |
o=======o=======o=====o=====o
| Ranger|Regular| | |
| Level | | | |
o=======o=======o=====o=====o
| 1 | | --- | --- |
o=======o=======o=====o=====o
| 2 | | --- | --- |
o=======o=======o=====o=====o
| 3 | | --- | --- |
o=======o=======o=====o=====o
| 4 | | 0 | --- |
o=======o=======o=====o=====o
| 5 | | 0 | --- |
o=======o=======o=====o=====o
| 6 | | 1 | --- |
o=======o=======o=====o=====o
| 7 | | 1 | --- |
o=======o=======o=====o=====o
| 8 | | 1 | 0 |
o=======o=======o=====o=====o
| 9 | | 1 | 0 |
o=======o=======o=====o=====o
| 10 | | 1 | 1 |
o=======o=======o=====o=====o
o==========================o
|Rogue | {DND031}
o==========================o
Hit points per Level: d6
<---------------------------------------------------------------------->
The Thieves of old, their name-change hasn't had any effect on what they
can do or how they fit into a party. In other words, you MUST have one
of these, or you will be screwed. In previous games, you could create a
dual- or multi-class Rogue (the Mage/Thief was a fairly powerful party
member), which added a great deal of variety and functionality to this
class, but as it stands in ToEE, you have to start as a plain Rogue.
Oh well, we can dual-class later when the need arises...
The Rogue isn't as combat savvy as the Cleric, and they don't have
spells. What's the draw then? Their thieving abilities. These allow them
to find and disarm traps, open locked objects, and hide from enemies. Of
these skills, two are essential (finding and removing traps), so a Rogue
is required in any party. As for combat, they can only wear the lightest
armors, but they do have access to a fairly large variety of weapons.
Most importantly, as they gain levels they get the ability to Sneak
Attack. If they are hidden and attack an enemy, they do extra damage;
this extra damage increases with the Rogue's level.
Rogues get the absolute best skill advancement, starting out with a
whopping (8 + <INT Mod>) x4, and gaining 8 + <INT Mod> at each level.
o=======o=============o=========o========o======o==================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o==================o
| 1 | +0 | +0 | +2 | +0 |Sneak Attack +1d6 |
| | | | | | Trap Finding |
o=======o=============o=========o========o======o==================o
| 2 | +1 | +0 | +3 | +0 | Evasion |
o=======o=============o=========o========o======o==================o
| 3 | +2 | +1 | +3 | +1 |Sneak Attack +2d6 |
| | | | | | Trap Sense +1 |
o=======o=============o=========o========o======o==================o
| 4 | +3 | +1 | +4 | +1 | Uncanny Dodge |
o=======o=============o=========o========o======o==================o
| 5 | +3 | +1 | +4 | +1 |Sneak Attack +3d6 |
o=======o=============o=========o========o======o==================o
| 6 | +4 | +2 | +5 | +2 | Trap Sense +2 |
o=======o=============o=========o========o======o==================o
| 7 | +5 | +2 | +5 | +2 |Sneak Attack +4d6 |
o=======o=============o=========o========o======o==================o
| 8 | +6/+1 | +2 | +6 | +2 | Improved |
| | | | | | Uncanny Dodge |
o=======o=============o=========o========o======o==================o
| 9 | +6/+1 | +3 | +6 | +3 |Sneak Attack +2d6 |
| | | | | | Trap Sense +3 |
o=======o=============o=========o========o======o==================o
| 10 | +7/+2 | +3 | +7 | +3 | Special Ability |
o=======o=============o=========o========o======o==================o
Sneak Attack: an attack made from behind, or when the target opponent is
unaware of the Rogue's presence due to being hidden or invisible. This
attack gains no extra bonus to hit (normal bonuses do apply though), but
deals the extra amount of damage listed. As long as the target is within
30 ft, a Rogue can sneak attack with a ranged weapon as well.
Trap Finding: using their Search skill, Rogues can locate traps with a
Difficulty Class (DC) greater than 20. Non-magical traps have a DC of
at least 20, and magical traps are 25 + the spell level used to create
it. Once found, Rogues can attempt to disable the trap. These checks
are done by comparing the Rogue's skill with the DC of the trap; if the
skill is higher, the trap is located/disabled. If the Rogue beats the
trap's DC by 10 or more, they will be able to bypass that type of trap
going forward, and not have to detect or disable it.
Evasion: this works the same as the Monk ability
Trap Sense: this grants a bonus (as stated) to Reflex saves to avoid a
trap, and an equivalent dodge bonus to AC to avoid the effects.
Uncanny Dodge: same as the Barbarian ability
Improved Uncanny Dodge: also the same as the Barbarian
Special Ability: at 10th level, a Rogue is able to select one from among
several very nice abilities:
Crippling Strike: on a successful Sneak Attack, this causes the enemy
to lose 2 points of Strength, in addition to the normal damage.
Defensive Roll: once each day, if an attack would reduce the Rogue's
hit points to 0 (zero), they may attempt to 'roll' with the hit
and avoid part of the damage. If the Rogue makes a successful
Reflex saving throw, the damage is halved.
Improved Evasion: same as the Monk ability
Opportunist: grants an attack of opportunity 1x/round
Skill Mastery: grants a bonus (+2) to INT modifier when checking for
successful skill use.
Slippery Mind: grants an extra saving throw vs enchantment spells in
the next round if it fails in the first.
o==========================o
|Sorcerer | {DND032}
o==========================o
Hit points per Level: d4
<---------------------------------------------------------------------->
Similar to Wizards, these are the magic-spewing staples of every role
playing game party. The main difference? They do not memorize spells in
the same way as Wizards, and can cast more spells per level (and cast
them faster as well). Sorcerers do not have to prepare spells ahead of
time, but rather have an inate ability to learn and use magic. The down
side? They gain fewer spells per level than Wizards, otherwise they are
pretty much the same. Oh, and they use Charisma, not Intelligence, as
their primary attribute. I don't know why...
o=======o=============o=========o========o======o=================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o=================o
| 1 | +0 | +0 | +0 | +2 | Summon Familiar |
o=======o=============o=========o========o======o=================o
| 2 | +1 | +0 | +0 | +3 | --- |
o=======o=============o=========o========o======o=================o
| 3 | +1 | +1 | +1 | +3 | --- |
o=======o=============o=========o========o======o=================o
| 4 | +2 | +1 | +1 | +4 | --- |
o=======o=============o=========o========o======o=================o
| 5 | +2 | +1 | +1 | +4 | --- |
o=======o=============o=========o========o======o=================o
| 6 | +3 | +2 | +2 | +5 | --- |
o=======o=============o=========o========o======o=================o
| 7 | +3 | +2 | +2 | +5 | --- |
o=======o=============o=========o========o======o=================o
| 8 | +4 | +2 | +2 | +6 | --- |
o=======o=============o=========o========o======o=================o
| 9 | +4 | +3 | +3 | +6 | --- |
o=======o=============o=========o========o======o=================o
| 10 | +5 | +3 | +3 | +7 | --- |
o=======o=============o=========o========o======o==================o
As stated above, Sorcerers are able to cast more spells per level than
are Wizards, and are not limited by how many of each are memorized.
o=======o=====o=====o=====o=====o=====o=====o
| Spell | 0 | 1 | 2 | 3 | 4 | 5 |
| Level | | | | | | |
o========o=======o=====o=====o=====o=====o=====o=====o
|Sorcerer| Known | | | | | | |
| Level | /Cast | | | | | | |
o========o=======o=====o=====o=====o=====o=====o=====o
| 1 | | 4/5 | 2/3 | --- | --- | --- | --- |
o========o=======o=====o=====o=====o=====o=====o=====o
| 2 | | 5/6 | 2/4 | --- | --- | --- | --- |
o========o=======o=====o=====o=====o=====o=====o=====o
| 3 | | 5/6 | 3/5 | --- | --- | --- | --- |
o========o=======o=====o=====o=====o=====o=====o=====o
| 4 | | 6/6 | 3/6 | 1/3 | --- | --- | --- |
o========o=======o=====o=====o=====o=====o=====o=====o
| 5 | | 6/6 | 4/6 | 2/4 | --- | --- | --- |
o========o=======o=====o=====o=====o=====o=====o=====o
| 6 | | 7/6 | 4/6 | 2/5 | 1/3 | --- | --- |
o========o=======o=====o=====o=====o=====o=====o=====o
| 7 | | 7/6 | 5/6 | 3/6 | 2/4 | --- | --- |
o========o=======o=====o=====o=====o=====o=====o=====o
| 8 | | 8/6 | 5/6 | 3/6 | 2/5 | 1/3 | --- |
o========o=======o=====o=====o=====o=====o=====o=====o
| 9 | | 8/6 | 5/6 | 4/6 | 3/6 | 2/4 | --- |
o========o=======o=====o=====o=====o=====o=====o=====o
| 10 | | 9/6 | 5/6 | 4/6 | 3/6 | 2/5 | 1/3 |
o========o=======o=====o=====o=====o=====o=====o=====o
Skill points are low, starting with (2 + <INT Mod>) x 4, and adding
2 + <INT Mod> per level.
Summon Familiar: this allows to Sorcerer to summon an animal companion
to accompany him on his travels. Each familiar grants a unique bonus
to some skill, check, or ability, as outlined below:
o==========o============================o
| Familiar | Special Bonus |
o==========o============================o
| Bat | +3 to Listen checks |
o==========o============================o
| Cat | +3 to Move Silently checks |
o==========o============================o
| Hawk | +3 to Spot checks |
o==========o============================o
| Lizard | +3 to Will saves |
o==========o============================o
| Owl | +3 to Spot checks |
o==========o============================o
| Rat | +3 to Fortitude checks |
o==========o============================o
| Raven | +3 to Appraise checks |
o==========o============================o
| Snake | +3 to Bluff checks |
o==========o============================o
| Toad | +3 hit points |
o==========o============================o
| Weasel | +3 to Reflex saves |
o==========o============================o
o==========================o
|Wizard | {DND033}
o==========================o
Hit points per Level: d4
<---------------------------------------------------------------------->
Wizards learn spells by studying magic written on scrolls, and must take
time to scribe these spells into their spellbooks. While they can learn
spells faster, they take longer to cast than do Sorcerers. They are also
able to cast fewer spells per day than Sorcerers.
In addition to the 'normal' Wizard, there are specializations that
Wizards may optionally select from, each tied to a particular school of
magic. These specializations restrict the spells that a particular
specialist Wizard can learn/cast, and essentially nerf them into a less
useful character.
o=======o=============o=========o========o======o=================o
| Level | Base Attack |Fortitude| Reflex | Will | Special |
| | Bonus | Save | Save | Save | Abilities |
o=======o=============o=========o========o======o=================o
| 1 | +0 | +0 | +0 | +2 | Summon Familiar |
| | | | | | Scribe Scroll |
o=======o=============o=========o========o======o=================o
| 2 | +1 | +0 | +0 | +3 | --- |
o=======o=============o=========o========o======o=================o
| 3 | +1 | +1 | +1 | +3 | --- |
o=======o=============o=========o========o======o=================o
| 4 | +2 | +1 | +1 | +4 | --- |
o=======o=============o=========o========o======o=================o
| 5 | +2 | +1 | +1 | +4 | Bonus Feat |
o=======o=============o=========o========o======o=================o
| 6 | +3 | +2 | +2 | +5 | --- |
o=======o=============o=========o========o======o=================o
| 7 | +3 | +2 | +2 | +5 | --- |
o=======o=============o=========o========o======o=================o
| 8 | +4 | +2 | +2 | +6 | --- |
o=======o=============o=========o========o======o=================o
| 9 | +4 | +3 | +3 | +6 | --- |
o=======o=============o=========o========o======o=================o
| 10 | +5 | +3 | +3 | +7 | Bonus Feat |
o=======o=============o=========o========o======o==================o
o=======o=====o=====o=====o=====o=====o=====o
| Spell | 0 | 1 | 2 | 3 | 4 | 5 |
| Level | | | | | | |
o=======o=======o=====o=====o=====o=====o=====o=====o
|Wizard |Regular| | | | | | |
| Level | | | | | | | |
o=======o=======o=====o=====o=====o=====o=====o=====o</pre><pre id="faqspan-3">
| 1 | | 3 | 1 | --- | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 2 | | 4 | 2 | --- | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 3 | | 4 | 2 | 1 | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 4 | | 4 | 3 | 2 | --- | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 5 | | 4 | 3 | 2 | 1 | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 6 | | 4 | 3 | 3 | 2 | --- | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 7 | | 4 | 4 | 3 | 2 | 1 | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 8 | | 4 | 4 | 3 | 3 | 2 | --- |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 9 | | 4 | 4 | 4 | 3 | 2 | 1 |
o=======o=======o=====o=====o=====o=====o=====o=====o
| 10 | | 4 | 4 | 4 | 3 | 3 | 2 |
o=======o=======o=====o=====o=====o=====o=====o=====o
A Wizard may summon a familiar, the same as a Sorcerer. The also get
skill points at the same rate (2 + <INT Mod>) x4 to start, and an extra
2 + <INT Mod> at each new level.
Dual- and Multi-classing {DND034}
o======================================================================o
All characters must start out as a single class, but as they advance
they are free to choose from any class for their new level, provided
the new class is available based on their Race, Abilities, Alignment,
etc. Keep in mind that the character will suffer a penalty (20%) on
experience points if any class is more than one level higher than the
other class(es), disregarding the favored class. So, for example, a
Halfling R5/S2 would not receive a penalty, but a Gnome R5/S2 would
(since the Gnome has no levels in Bard, his favored class).
Alignment {DND035}
o======================================================================o
At the beginning of the creation process, you were asked to select a
party alignment - this restricts the alignment choices available to the
individual characters. A character's personal alignment will, in turn,
determine which Deity that character may follow (although any character
except Clerics may select 'None' for their Deity).
Some classes are required to be of certain alignments - Paladins, for
example, must be Lawful Good; Druids must be some form of Neutral. Other
classes may be restricted from certain alignments - Barbarians and Bards
cannot be Lawful, for example. The choice of alignment may also impact a
character's ability use certain magical weapons, or cast certain spells.
Deity {DND036}
o======================================================================o
Each character may choose a particular god to follow; most can also
elect to choose 'None'. Clerics, however, MUST choose a Deity, as that
is the source of their divine power. You may only select from the gods
that are of similar alignment, and most races/classes have a preferred
Deity that they align with. While the table was listed previously, it
is recreated here:
o================o=======o===============o====================o
| Deity | Align | Domains | Typical |
| Name | | | Worshipers |
o================o=======o===============o====================o
| Heironeous | LG | Good, Law, | Paladins, Fighters,|
| God of War | | War | Monks |
o================o=======o===============o====================o
| Moradin | LG | Earth, Good, | Dwarves |
| God of Dwarves | |Law, Protection| |
o================o=======o===============o====================o
| Yondalla | | Good, | |
| Goddess of | LG | Law, | Halflings |
| the Halflings | | Protection | |
o================o=======o===============o====================o
| Ehlonna | | Animal, Good, | Elves, Gnomes, |
| Goddess of | NG | Plant, Sun |Half-Elves, Halfings|
| the Woodlands | | | Rangers, Druids |
o================o=======o===============o====================o
|Garl Glittergold| NG | Good, Trickery| Gnomes |
| God of Gnomes | | Protection | |
o================o=======o===============o====================o
| Pelor | NG | Good, Healing,| Rangers |
| God of the Sun | | Strength, Sun | Bards |
o================o=======o===============o====================o
| Corellon | | Chaos, Good, | |
| Larethian | CG | Protection, | Elves, Bards, |
| God of Elves | | War | Half-Elves |
o================o=======o===============o====================o
| Kord | CG | Chaos, Good, |Fighters, Barbarians|
| God of Strength| |Luck, Strength | Rogues, Athletes |
o================o=======o===============o====================o
|Wee Jas, Goddess| LN | Death, Law, | Wizards, Sorcerers |
|of Death & Magic| | Magic | Necromancers |
o================o=======o===============o====================o
| St. Cuthbert | | Destruction | Fighters, Monks, |
| God of | LN | Law, Strength | Soldiers |
| Retribution | | Protection | |
o================o=======o===============o====================o
| Boccob, God of | N | Knowledge, | Wizards, Sorcerers |
| Magic | |Magic, Trickery| Sages |
o================o=======o===============o====================o
| Fharlanghn | N | Luck, Travel, | Bards, Merchants, |
| God of Roads | | Protection | Adventurers |
o================o=======o===============o====================o
| Obad-Hai | | Air, Animal, | Druids, Barbarians |
| God of Nature | N | Fire, Earth, | Rangers |
| | | Plant, Water | |
o================o=======o===============o====================o
| Olidammara | CN | Chaos, Luck, | Rogues, Bards |
| God of Thieves | | Trickery | Thieves |
o================o=======o===============o====================o
| Hextor, God of | LE | Destruction, | Evil Fighters |
| Tyranny | | Evil, Law, War| Monks |
o================o=======o===============o====================o
| Nerull, God | NE | Death, Evil | Evil Necromancers, |
| of Death | | Trickery | Rogues |
o================o=======o===============o====================o
| Vecna, God | NE | Knowledge | Evil Wizards, Spies|
| of Secrets | | Evil, Magic | Sorcerers, Rogues |
o================o=======o===============o====================o
| Erythnul, God | CE | Chaos, Evil, | Evil Fighters, |
| of Slaughter | | Trickery, War | Barbarians, Rogues |
o================o=======o===============o====================o
| Gruumsh | CE | Chaos, Evil, | Orcs, Half-Orcs |
| God of Orcs | | Strength, War | |
o================o=======o===============o====================o
Features {DND037}
o======================================================================o
If you select a class that requires you to choose some special ability
or function, this is where you will do that. Clerics will select their
Domain here, while Wizards choose a school of magic (if they want to
specialize). The choices will depend on the character as developed up
to this point; some characters will simply skip this step.
Feats {DND038}
o======================================================================o
Select the feats that are most appropriate for your character; combat
and weapon-related for fighters, magic-related for mages, etc. You may
also select from several feats that are more generic, like those that
grant bonuses to saving throws, etc.
Available feats are highlighted in White, or possibly Gold. Those that
are in Gold are bonus feats, and may only be applied in the bonus feats
box (on the right); feats in White may be added to either the normal or
bonus boxes. Note: not everyone gets bonus feats to start, so you may
or may not see feats highlighted in Gold.
Descriptions of all the feats may be found in the manual - it is simply
too much to try and include it all in here. There are a few, however,
that are worth mentioning.
For fighter-types
o----------------o
Exotic Weapon Proficiency (Bastard Sword): check to see if you already
have this; if not, then you should seriously consider adding it. It has
a prerequisite of 13 Strength and base attack bonus +1, but as a fighter
you should easily meet the minimum criteria.
Weapon Focus: no matter what primary weapon you elect to specialize in,
you should definitely take this feat. This feat adds a bonus (+1) to
all attack rolls with the selected weapon. Note that if you want to use
the Bastard Sword, you must have the Exotic Weapon Proficiency (Bastard
Sword) feat first.
Weapon Specialization: after you have focused on a weapon, you can then
specialize in it (you may have to wait until you have gained some levels
before this is available). This grants a bonus (+2) to all damage done
with the selected weapon, in addition to the attack bonus (+1) from the
Weapon Focus feat.
Two Weapon Fighting: this effectively gives you two attacks per round,
and reduces the penalties for fighting with two weapons. The penalty
for the primary hand is reduced by 2, and the off-hand is reduced by 6.
Combined with Weapon Focus and Weapon Specialization, this can make an
awesome fighter, albeit at the expense of being able to use a shield.
Combat Reflexes: increases the number of attacks of opportunity that
the character may make. The number is equal to the character's Dexterity
bonus, so a fighter with 16 DEX can make three attacks of opportunity
per round (the one that everybody gets automatically, plus two for the
Dexterity bonus).
For spellcasters
o----------------o
Spell Penetration: grants a bonus (+2) to caster level checks made to
overcome an enemy's spell resistence.
Greater Spell Penetration: once you have the Spell Penetration feat,
adding this grants an additional bonus (+2) to caster level checks, for
a total bonus of (+4).
Empower Spell: this makes spells 50% more powerful. A fireball, for
example, does 1d6 damage per caster level, so calculate the damage and
multiply by 1.5 to get the actual damage caused.
Maximize Spell: causes all spells to have the maximum possible affect.
So a fireball will always deal 6 points of damage per caster level; a
healing spell will always cure the maximum number of hit points, etc.
Combined with Empower Spell, this makes for an awesome spellcaster.
Combat Casting: grants a bonus (+4) to Concentration checks when trying
to cast a spell while engaged in melee, or when the character is pinned
or otherwise in a defensive posture.
For clerics/Druids
o----------------o
Extra Turning: available multiple times, this feat allows the character
to turn or rebuke undead 4 more times than normal per day (so a Cleric
that can normally turn 3x/day would be able to turn 7x/day).
Improved Turning: makes all attempt to turn or rebuke function at one
level higher (a 3rd level Cleric would turn at 4th level).
For archers
o----------------o
Rapid Reload: this only applies to crossbows - it changes the reload
action to either a free or move action (for light and heavy crossbows,
respectively). This reduces the time needed to load and fire the weapon.
Rapid Shot: you may make two attacks per round with a ranged weapon,
An attack penalty (-2) applies to each shot.
Point Blank Shot: grants a bonus (+1) to attack and damage when using
a ranged weapon at short range (less than 30 ft).
Precise Shot: removes the attack penalty (-4) for using a ranged weapon
against an opponent engaged in melee.
For any character
o----------------o
Improved Initiative: grants a bonus (+4) to initiative checks in combat
Great Fortitude: bonus (+2) to Fortitude saving throws
Iron Will: adds a bonus (+2) to Will saving throws
Lightning Reflexes: bonus (+2) to Reflex saving throws
Mobility: adds a dodge bonus (+4) to AC vs attacks of opportunity
Self-Sufficient: grants a bonus (+2) to heal and survival checks
There are many other feats that are worth considering, and depending on
your race, class, abilities, and other factors you may want to take the
time to look these up. Remember that some races/classes get automatic
feats as they progress, and all characters get some feats by default.
You should always check first to see what feats you already have, then
consider what you will get automatically anyway, then think ahead about
the future direction of the character.
Skills {DND039}
o======================================================================o
Unlike feats, which are selected, skills are purchased with points that
are gained at each level. Skill points are calculated based on your
Intelligence bonus, so a higher INT ability allows more skill points
per level. The formula for each class is listed in the class description
sections above.
During the character creation process you get 4x the normal number of
points to spend, and for a class that gets a high number, this can be
an easy task (the hard part is figuring out where to spend all those
points). For some classes however, and for characters with a lower INT
score, the choice can be agonizing.
Skills come in two types - Class skills, and Cross-Class skills. As the
names suggest, some skills are better suited for a particular character
class than others, however you may choose from any skill for any class.
Class skills cost 1 point for each full skill rank; cross-class skills
cost 2 points for each full rank.
Each skill if further tied to a particular ability score - Diplomacy,
for example, is tied to Charisma, while Open Lock is tied to Dexterity.
The table below illustrates these various dependencies, along with
which skills belong to which class ('X'=class skill, 'o'=cross-class).
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
| Skill |BBN|BRD|CLR|DRD|FTR|MNK|PAL|RGR|ROG|SOR|WIZ|Ability|
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Appraise | o | X | o | o | o | o | o | o | X | o | o | INT |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Bluff | o | X | o | o | o | o | o | o | X | X | o | CHA |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|C'tration | o | X | X | X | o | X | X | X | o | X | X | CON |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Diplomacy | o | X | X | X | o | X | X | o | X | o | o | CHA |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Disable | o | o | o | o | o | o | o | o | X | o | o | INT |
|Device | | | | | | | | | | | | |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Gather | o | X | o | o | o | o | o | o | X | o | o | CHA |
|Info | | | | | | | | | | | | |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Heal | o | o | X | X | o | o | X | X | o | o | o | WIS |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Hide | o | X | o | o | o | o | o | X | X | o | o | DEX* |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Intimidate| X | o | o | o | X | o | o | o | X | o | o | CHA |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Listen | X | X | o | X | o | X | o | X | X | o | o | WIS |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Move | o | X | o | o | o | X | o | X | X | o | o | DEX* |
|Silently | | | | | | | | | | | | |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Open Lock | o | o | o | o | o | o | o | o | X | o | o | DEX |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Perform | o | X | o | o | o | o | o | o | X | o | o | CHA |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Search | o | o | o | o | o | o | o | X | X | o | o | INT |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Sense | o | X | o | o | o | X | X | o | X | o | o | WIS |
|Motive | | | | | | | | | | | | |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Sleight | o | X | o | o | o | o | o | o | X | o | o | DEX* |
|of Hand | | | | | | | | | | | | |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Spellcraft| o | X | X | X | o | o | o | o | o | X | X | INT |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Spot | o | o | o | X | o | X | o | X | X | o | o | WIS |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Survival | X | o | o | X | o | o | o | X | o | o | o | WIS |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Tumble | o | X | o | o | o | X | o | o | X | o | o | DEX* |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
|Use Magic | o | X | o | o | o | o | o | o | X | o | o | CHA |
|Device | | | | | | | | | | | | |
o==========o===o===o===o===o===o===o===o===o===o===o===o=======o
* Armor check penalty applies
As you gain skills, they will eventually start working together, where
one will enhance another.
o===================o=====================================o
| 5+ ranks in skill | Grants +2 bonus to |
o===================o=====================================o
| Bluff | Diplomacy Checks |
o===================o=====================================o
| Bluff | Intimidate Checks |
o===================o=====================================o
| Bluff | Sleight of Hand Checks |
o===================o=====================================o
| Search | Survival Checks while tracking |
o===================o=====================================o
| Sense Motive | Diplomacy Checks |
o===================o=====================================o
| Spellcraft | Use Magic Device Checks for scrolls |
o===================o=====================================o
| Use Magic Device | Spellcraft Checks for scrolls |
o===================o=====================================o
Skill Descriptions
o-----------------o
Appraise: affects prices at stores. You can buy items for less, and sell
them for more. You should buy ranks in this for high CHA characters, and
have them do all your buying/selling.
Bluff: causes or allows otherwise unavailable dialog options during
certain conversations with NPC characters. Selecting the Bluff line, if
presented, will often take the dialog down a totally different path.
Concentration: higher skill equals less chance of spell disruption due
to outside influences.
Diplomacy: similar to Bluff, this may open alternate lines of dialog
Disable Device: allows a Rogue, or anyone who is trained in it, to
disarm a trap that has been discovered (see Search).
Gather Information: may open new dialog paths, but also effects the
quality of information gathered (higher skill = better information).
Heal: can only be used on a dying character or creature; this stops the
hit point loss. It will not resurrect a creature, it only prevents any
further damage; a spell or potion is required to restore them to life.
Hide: allows the Hiding character to be effectively invisible, subject
to Spot checks. While Hiding, a character cannot move.
Intimidate: as with Bluff and Diplomacy, this may open new dialog paths
Listen: alerts you to enemies behind doors, or those that may be using
the Move Silently skill. This may prevent being Surprised (losing a
round), or may allow you to Surprise an enemy (gaining a round).
Move Silently: similar to Hide, except used while moving. This skill is
subject to Listen checks.
Open Lock: duh... allows you to unlock things that are locked
Perform: increases a Bard's musical abilities. Totally useless for all
other classes.
Search: discover traps (Rogue only), secret doors, and other hidden
items or objects.
Sense Motive: another dialog modifying skill.
Sleight of Hand: pickpocketing, subject to a Spot check
Spellcraft: used primarily by Wizards to scribe spells into their
spellbooks, it may also allow a character to automatically counter a
spell cast at them.
Spot: used to discover Hiding creatures - this is an automatic check.
Survival: when traveling on the world map, this may give you the chance
to avoid random encounters. A dialog box will open and allow you to
choose to engage or avoid.
Tumble: allows you the chance to avoid an attack of opportunity. The
check is automatic.
Use Magic Device: this allows the use of scrolls or wands by characters
who are not normally able to use them, or to use a device that requires
a higher level.
Spells {DND040}
o======================================================================o
The next step in the character creation process, this is only available
if you select a spellcasting class. In this step, you choose the spells
that your character starts out with.
The game manual has descriptions for all spells, including differences
in how spells work for different classes. This guide will not attempt
to provide descriptions for all of the available spells - there are just
too many. However, there are a few 1st level spells that you should
definitely take as a new character:
Clerics/Druids
o----------------o
Cure Light Wounds: heals 1d6 + 1/level (max 5) points of damage on a
single creature. Also causes damage to Undead at the same rate.
Bless: bonus (+1) to attack rolls, and saving throws vs fear.
Sanctuary: the cleric cannot be attacked while under the protection of
a Sanctuary spell, but also cannot attack. This is useful if the cleric
is severely wounded and needs to retreat.
Sorcerers/Wizards
o----------------o
Identify: allows you to discover exactly what that magic item is that
you found; until it has been identified, it cannot be used (or at least
it's magical properties cannot be used). Each use costs 100gp.
Magic Missile: deals 1d4+1 damage per missile; the mage gets one extra
missile for each level above 1st (max 5 missiles)
Ray of Enfeeblement: this lowers the enemy's Strength by 1d6, plus 1
for every two caster levels.
Any Spellcaster
o----------------o
Protection from <xxxx>: grants a bonus (+2) to AC and saving throws vs
the specified enemy alignment type (good, evil, law, chaos).
Portrait {DND041}
o======================================================================o
This is where you select the picture that will represent your character
in the game screen. There are only so many portraits to choose from, but
the choice makes no difference whatsoever in the play of the game, so
choosing one that does not necessarily match the race/class of the
character will not have any impact.
Name and Voice {DND042}
o======================================================================o
Finally, give your new character a name, and select the sound clip that
will play when they are selected during game play. Again, this has no
impact on the actual play of the game, and you can have the same voice
for multiple characters.
Character Pool {DND042}
o======================================================================o
After giving your character a name and voice, click Finish and they will
be added to the character pool. This screen holds all the characters
you have created; you may create/store as many characters as you want in
this screen. By selecting a character, you can view their abilities,
skills, feats, and available spells; you can also delete any characters
that you have previously created.
From this screen you will choose which characters will be added to or
removed from the adventuring party (up to 5).
Pre-Made Characters {DND043}
<---------------------------------------------------------------------->
The Character Pool screen also contains some pre-made characters from
which to shoose. You can show or hide these characters by checking or
unchecking the box at the bottom right. Some of the pre-made characters
are actually quite nice, and you should take the time to look them over
to see if they fill a particular need for your party. Note that you
cannot delete pre-made characters, only hide them.
Assembling a Party (PTY001}
o======================================================================o
Okay, so now you have all these characters to choose from, but how do
you choose which ones to include in your party? This is a very important
decision, and one that will impact the entire course of the game. You
can add up to five party members from the Character pool to create your
party (you can go with less, but it is NOT recommended). You will want
a variety of classes, with a variety of skills and abilities; the more
diverse the group, the more effective they are.
As you go thru the game, you will have many opportunites to add up to
three NPC's to your party, for a total of eight party members. Each NPC
will want a portion of any loot found (up to a full share); if you agree
to their terms, they will join your party. Of course you can kick them
out or kill them off at any time with no penalty. These NPC characters
will be detailed in the next section.
Here is what I recommend for a starting party:
2 fighter-types:
I tend to use Barbarians and Rangers as my fighter-types, as they get
special abilities as they progress.
1 priest-type
I almost always have a Cleric (as opposed to a Druid) for my priest.
1 thief-type
I hate Monks and Bards, so I go with Rogue here.
1 mage-type
I prefer Sorcerers to Wizards.
You can create any party you wish, with any combination of characters
that you like; my recommendations are not meant to imply that this is
the only way to play the game, only that this is what I found to work
the best for me.
Once you have assembled your party, click the 'Begin Adventuring' button
in the bottom right of the screen, and away you go!
My Party {PTY002}
o======================================================================o
I elected to create a Neutral Good party (party alignment), and had a
wide variety of characters created ahead of time from which to choose.
It would be extremely difficult to re-create my party exactly, but if
you wish to try you can probably come close. This party has evolved over
time, after several runs thru the game.
If you have read my other guides, you may recognize some of the names.
I'm horrible at names, and I tend to re-use them instead of taxing my
tiny little brain over something that really has no effect on game play.
<---------------------------------------------------------------------->
K'aos Reynes (PTY003}
Male, Human, Chaotic Good
Ranger, Level 1
HP: 11
AC: 15
STR: 17 (+3)
DEX: 15 (+2)
CON: 16 (+3)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 15 (+2)
Favored Enemy: Humanoid (Goblinoid)
K'aos will be the party leader due to his slightly higher Charisma.
While skilled as an archer, he added the Weapon Focus, Longsword feat
and will use that as his primary weapon (along with a shield); he can
always switch to his bow if/when needed. When he reaches level 4, he
will add a point to Strength; and again at level 8. He will obviously
choose two-weapon fighting when the time comes.
<---------------------------------------------------------------------->
Chaorl {PTY004}
Male, Half-Orc, Chaotic Good
Barbarian, Level 1
HP: 15
AC: 15
STR: 19 (+4)
DEX: 12 (+1)
CON: 17 (+3)
INT: 15 (+2)
WIS: 10 (+0)
CHA: 12 (+1)
Chaorl is the strong-arm member of the party, having chosen the Exotic
Weapon Proficiency, Bastard Sword feat. His future ability points will
also go into Strength; feats will go into Combat Reflexes and other
similar areas.
<---------------------------------------------------------------------->
Ilana {PTY005}
Female, Half-Elf, Chaotic Good
Cleric, Level 1
HP: 11
AC: 16
STR: 17 (+3)
DEX: 16 (+3)
CON: 16 (+3)
INT: 11 (+0)
WIS: 18 (+4)
CHA: 13 (+1)
Ilana is the healer of the bunch, but can definitely hold her own in
combat. She has the Weapon Focus, Longsword and Maximize Spell feats,
and while she won't get a lot of skill points at each level, she will
always add first to Heal over everything else. As she gains levels, she
will add ability points first to Strength, then to Intelligence.
<---------------------------------------------------------------------->
Quala Thornbrecker {PTY006}
Female, Halfling, Chaotic Good
Rogue, Level 1
HP: 6
AC: 18
STR: 15 (+2)
DEX: 20 (+5)
CON: 11 (+0)
INT: 15 (+2)
WIS: 13 (+1)
CHA: 13 (+1)
Her high Dexterity gives her an awesome armor class, which she'll need
since she has very few hit points. She will add future ability points to
Constitution and Intelligence, in that order.
<---------------------------------------------------------------------->
Xenth {PTY007}
Male, Elf, Chaotic Good
Sorcerer, Level 1
HP: 6
AC: 14
STR: 13 (+1)
DEX: 18 (+4)
CON: 15 (+2)
INT: 16 (+3)
WIS: 11 (+0)
CHA: 18 (+4)
Xenth took Maximize Spell for his feat, so his magic will always do the
maximum amount of damage. He'll add a point of Constitution at 4th level
and a point of Wisdom at 8th.
NPC Characters {NPC001}
o======================================================================o
During your travels, you will meet many interesting NPC characters; most
you will simply talk to and/or trade with, and some you will kill. But
there are a few that you may elect to have join your party. You may add
them or not, as you see fit (and have need). The descriptions below are
not complete, but should give you enough information to make an educated
choice about whether to accept them into the party or not.
<---------------------------------------------------------------------->
Ariakas
Male, Human, Lawful Neutral
Fighter, Level 15
HP: 165
AC: ??
STR: 15
DEX: 12
CON: 12
INT: 10
WIS: 10
CHA: 14
Recruitable: Late
Location: Hommlet (Town Elder's Home)
Notes: Will only join during the War of the Golden Skull
<---------------------------------------------------------------------->
Ashrem
Male, Human, Chaotic Evil
Cleric, Level 6
HP: ??
AC: ??
STR: 13
DEX: 12
CON: 15
INT: 10
WIS: 17
CHA: 8
Recruitable: Late
Location: Temple (Air Node)
Notes: Will not join while Taki is in the party
<---------------------------------------------------------------------->
Bertram
Male, Human, Chaotic Neutral
Fighter, Level 1
HP: 14
AC: ??
STR: 14
DEX: 11
CON: 14
INT: 9
WIS: 10
CHA: 12
Recruitable: Middle
Location: Nulb (Boatman's Tavern, or Docks)
Notes: You will have to fight Tolub to gain Bertram's freedom.
If you are in the tavern, you must speak to him with a
female character; if at the docks, speak with a male.
<---------------------------------------------------------------------->
Burne
Male, Human, Lawful Good
Wizard, Level 8
HP: 38
AC: 12
STR: 15
DEX: 10
CON: 15
INT: 17
WIS: 11
CHA: 12
Recruitable: Middle
Location: Hommlet (Burne's Tower)
Notes: He will only join after you have entered the Temple.
To recruit him, go to the Temple, enter, then leave
immediately and return to Hommlet. Note that you need
to do this to recruit Otis as well.
<---------------------------------------------------------------------->
Cavanaugh
Male, Human, Neutral
Fighter, Level 1
HP: 6
AC: ??
STR: 10
DEX: 10
CON: 10
INT: 10
WIS: 10
CHA: 10
Recruitable: Early
Location: Hommlet (night-Welcome Wench Inn; day-Brewery)
Notes: Force him to pay his church dues, then a couple days
later offer him some gold, then still later you can
recruit him. This is part of a quest.
<---------------------------------------------------------------------->
Darley
Female, Human, Chaotic Evil
Sorceress, Level 10
HP: 91
AC: 25
STR: 17
DEX: 14
CON: 18
INT: 18
WIS: 9
CHA: 19
Recruitable: Late
Location: Temple (Fire Node)
Notes: Most other NPC's will not talk to you while Darley is
in your party.
<---------------------------------------------------------------------->
Ed (1 & 2)
Male, Human, Neutral
Fighter, Level 1
HP: 13 13
AC: ?? ??
STR: 10 10
DEX: 15 15
CON: 10 10
INT: 10 10
WIS: 10 10
CHA: 10 10
Recruitable: Late
Location: Temple (Level 1, Prison)
Notes: There are two Ed's, almost identical twins. By the time
you can actually recruit them, they are useless.
<---------------------------------------------------------------------->
Elmo
Male, Human, Chaotic Good
Fighter, Level 4
HP: 41
AC: 22
STR: 18
DEX: 16
CON: 17
INT: 15
WIS: 16
CHA: 11
Recruitable: Early
Location: Hommlet (staggering down the main road)
Notes: You will have to pay him 200gp to join, but it's a good
investment. In spite of his drunken appearance, he's a
strong fighter, and I generally keep him throughout
the game.
<---------------------------------------------------------------------->
Fruella
Female, Human, Neutral
Fighter, Level 3
HP: 29
AC: ??
STR: 14
DEX: 16
CON: 16
INT: 13
WIS: 14
CHA: 16
Recruitable: Early
Location: Hommlet (Holton's house)
Notes: You must marry her to get her to join; once she's in
the party, she will not leave (although you can kill
her off).
<---------------------------------------------------------------------->
Furnok
Male, Human, Neutral
Rogue, Level 4
HP: 25
AC: 17
STR: 10
DEX: 18
CON: 15
INT: 14
WIS: 10
CHA: 13
Recruitable: Early
Location: Hommlet (Welcome Wench Inn)
Notes: Catch him cheating at cards to get him to join for free.
I usually take him along early, until my regular Rogue
gains a few levels.
<---------------------------------------------------------------------->
Hruda
Female, Elf, Neutral Good
Fighter/Rogue, Level 2/2
HP: 20
AC: ??
STR: 15
DEX: 18
CON: 15
INT: 9
WIS: 11
CHA: 14
Recruitable: Middle
Location: Nulb (Mother Screng's Herb Shoppe)
Notes: Hruda will only join if Mother Screng is in the party.
<---------------------------------------------------------------------->
Jaer
Male, Human, Neutral
Fighter, Level 1
HP: 12
AC: ??
STR: 10
DEX: 15
CON: 12
INT: 14
WIS: 13
CHA: 11
Recruitable: Late
Location: Temple (Earth Node)
Notes: Once recruited, he will leave the party if you enter any
city, and he cannot be recruited again. Really, who
cares? By the time you are in the elemental nodes of the
Temple, you no longer need (or want) a Level 1 fighter.
<---------------------------------------------------------------------->
Kella
Female, Half-Elf, Neutral
Druid, Level 9
HP: 81
AC: ??
STR: 12
DEX: 16
CON: 13
INT: 11
WIS: 16
CHA: 15
Recruitable: Late
Location: Temple (Level 4)
Notes: You must have a Druid in the party, or a party alignment
of True Neutral, to get her to join. If you remove her
from the party, she will not rejoin.
<---------------------------------------------------------------------->
Kobort
Male, Human, Neutral
Fighter/Barbarian, Level 1/1
HP: 22
AC: ??
STR: 18
DEX: 16
CON: 16
INT: 6
WIS: 8
CHA: 10
Recruitable: Early
Location: Hommlet (The Welcome Wench Inn)
Notes: You must have four or fewer party members, and party
alignment cannot be Lawful Evil.
<---------------------------------------------------------------------->
Lareth
Male, Human, Chaotic Evil
Cleric, Level 5
HP: 49
AC: ??
STR: 18
DEX: 17
CON: 16
INT: 13
WIS: 18
CHA: 18
Recruitable: Early
Location: Moathouse (dungeon)
Notes: You must fight him, and once you have injured him far
enough he will beg for mercy and join the party. He will
leave the party if you enter Hommlet.
<---------------------------------------------------------------------->
Meleny
Female, Human, Lawful Neutral
Druid, Level 1
HP: 9
AC: ??
STR: 8
DEX: 13
CON: 12
INT: 10
WIS: 17
CHA: 15
Recruitable: Early
Location: Hommlet (Filliken's house)
Notes: Here's another one you have to marry. First, you must
marry off her sister Althea and complete Filliken's
quests. It's really a lot of work for a crappy NPC.
<---------------------------------------------------------------------->
Morgan
Male, Human, Chaotic Good
Fighter, Level 1
HP: 10
AC: ??
STR: 12
DEX: 14
CON: 11
INT: 11
WIS: 9
CHA: 11
Recruitable: Late
Location: Temple (Level 1, prison)
Notes: Another useless NPC by the time you get to him. If you
enter Nulb, he will leave the party permanently.
<---------------------------------------------------------------------->
Mother Screng
Female, Human, Neutral Good
Cleric, Level 9
HP: 67
AC: ??
STR: 13
DEX: 15
CON: 16
INT: 12
WIS: 17
CHA: 13
Recruitable: Middle
Location: Nulb (Mother Screng's Herb Shoppe)
Notes: She will only join if certain conditions are met - you
must have had Otis join, leave, and rejoin the party
(see Otis), and all of your characters must be at or
below 5th level. Still, in spite of all the work it
requires to recruit her, it's worth the effort.
<---------------------------------------------------------------------->
Oohlgrist
Male, Troll, Chaotic Evil
Barbarian, Level 1
HP: 116
AC: ??
STR: 27 (yes, 27... not a typo)
DEX: 17
CON: 26 (again, not a typo)
INT: 6
WIS: 10
CHA: 4
Recruitable: Late
Location: Temple (Level 2)
Notes: Most other NPC's will not talk to you while Oohlgrist is
in your party. However, you will never be attacked by
Trolls with him in the group.
<---------------------------------------------------------------------->
Otis
Male, Human, Neutral Good
Fighter, Level 10
HP: 103
AC: 21
STR: 18
DEX: 17
CON: 18
INT: 15
WIS: 15
CHA: 13
Recruitable: Middle
Location: Nulb (Otis' Blacksmith Shoppe)
Notes: You must have entered the Temple before he will join.
If you return to Nulb, he will leave the party, but
you can get him to rejoin (one time only). You must do
this (join, leave, rejoin) if you want to recruit Mother
Screng into the party. I almost always recruit Otis, and
keep him for a long while; just don't return to Nulb and
he's yours forever.
<---------------------------------------------------------------------->
Paida
Female, Human, Lawful Good
Fighter, Level 1
HP: 10
AC: ??
STR: 10
DEX: 10
CON: 10
INT: 10
WIS: 10
CHA: 18
Recruitable: Late
Location: Temple (Level 4)
Notes: When you find her, she's under some kind of enchantment.
You need to cast Dispel Magic on her before she'll join,
and will leave permanently after you return her to
Valden in Hommlet.
<---------------------------------------------------------------------->
Pintark
Male, Half-Orc, Lawful Evil
Fighter, Level 2
HP: 22
AC: ??
STR: 20
DEX: 12
CON: 13
INT: 3
WIS: 9
CHA: 4
Recruitable: Late
Location: Temple (Level 1, prison)
Notes: He will only join the party if Tuelk joins as well
<---------------------------------------------------------------------->
Pishella
Female, Human, Neutral Good
Sorcerer/Wizard, Level 1/1
HP: 14
AC: ??
STR: 14
DEX: 16
CON: 16
INT: 16
WIS: 12
CHA: 18
Recruitable: Early
Location: Hommlet (Burne's Tower)
Notes: Kind of a waste to dual-class Sorcerer and Wizard, don't
you think? You need to talk to her twice before she will
offer to join, and there may be some other ability or
skill requirements as well.
<---------------------------------------------------------------------->
Prince Thrommel
Male, Human, Chaotic Good
Fighter, Level 10
HP: 87
AC: 20
STR: 17
DEX: 16
CON: 16
INT: 13
WIS: 12
CHA: 15
Recruitable: Late
Location: Temple (Level 3)
Notes: A CG vampire? Really? Whatever... If you exit the Temple
he will leave the party forever, so only recruit him
when you're ready to go all the way to the end.
<---------------------------------------------------------------------->
Raimol
Male, Human, Chaotic Evil
Fighter, Level 1
HP: 10
AC: ??
STR: 13
DEX: 13
CON: 10
INT: 9
WIS: 7
CHA: 7
Recruitable: Early
Location: Hommlet (Hommlet Trading Company)
Notes: You must buy his services from either Rannos or Gremag
for 180gp (can be talked down to 150). With those stats
though, why would you?
<---------------------------------------------------------------------->
Riana
Female, Human, Chaotic Neutral
Rogue, Level 2
HP: 13
AC: ??
STR: 13
DEX: 16
CON: 12
INT: 10
WIS: 11
CHA: 16
Recruitable: Middle
Location: Nulb (Snake Pit)
Notes: You have to pay off her debt to Madam Ophelia (500gp).
Not really worth it, in my opinion.
<---------------------------------------------------------------------->
Ronald
Male, Human, Lawful Neutral
Cleric, Level 1
HP: 10
AC: ??
STR: 14
DEX: 15
CON: 14
INT: 14
WIS: 16
CHA: 12
Recruitable: Early
Location: Hommlet (Church of St. Cuthbert, upstairs)
Notes: If you have any Half-Orc party members, you will have to
pay him to join, otherwise he will come along for free.
<---------------------------------------------------------------------->
Rufus
Male, Human, Lawful Good
Fighter, Level 6
HP: 38
AC: ??
STR: 15
DEX: 12
CON: 12
INT: 10
WIS: 10
CHA: 14
Recruitable: Middle (available early)
Location: Hommlet (Guard Tower)
Notes: He is only recruitable after you have entered the Temple
once (see Burne). Your party alignment must be Good, or
Lawful Neutral.
<---------------------------------------------------------------------->
Sargen
Male, Human, Lawful Evil
Wizard, Level 5
HP: ??
AC: ??
STR: 12
DEX: 10
CON: 15
INT: 16
WIS: 9
CHA: 8
Recruitable: Late
Location: Temple (Earth Node)
Notes: He will leave the party forever if you enter any city.
His spellbook is empty when you first find him.
<---------------------------------------------------------------------->
Scorpp
Male, Hill Giant, Chaotic Evil
Fighter, Level 2
HP: 172
AC: ??
STR: 25
DEX: 8
CON: 19
INT: 8
WIS: 11
CHA: 7
Recruitable: Late
Location: Temple (Level 3)
Notes: Another one that will prevent dialog with most NPC's.
You have to fight him, and damage him pretty bad for him
to ask for mercy and join. If you remove him from the
party, he'll attack.
<---------------------------------------------------------------------->
Serena
Female, Human, Neutral
Rogue, Level 3
HP: 21
AC: ??
STR: 10
DEX: 16
CON: 12
INT: 8
WIS: 10
CHA: 15
Recruitable: Middle
Location: Nulb (Gypsy Camp)
Notes: You must first return the Orb of Sah to Mona, then you
can buy Serena's freedom for 500gp.
<---------------------------------------------------------------------->
Spugnoir
Male, Human, Neutral Good
Wizard, Level 2
HP: 8
AC: ??
STR: 9
DEX: 13
CON: 12
INT: 16
WIS: 10
CHA: 10
Recruitable: Early
Location: Hommlet (Welcome Wench Inn)
Notes: He will take every wizard scroll you find, so he's not a
good choice if you have another Wizard in the party.
<---------------------------------------------------------------------->
Taki
Male, Human, Neutral Good
Fighter, Level 7
HP: 56
AC: 19
STR: 18
DEX: 16
CON: 13
INT: 12
WIS: 8
CHA: 10
Recruitable: Late
Location: Temple (Air Node)
Notes: He will only join if Ashrem is not in the party.
<---------------------------------------------------------------------->
Ted
Male, Human, Neutral
Fighter, Level 1
HP: 10
AC: ??
STR: 10
DEX: 10
CON: 10
INT: 10
WIS: 10
CHA: 10
Recruitable: Late
Location: Temple (Level 1, Prison)
Notes: You will find Ted with the two Ed's, and he's just as
useless as they are; maybe more.
<---------------------------------------------------------------------->
Tuelk
Male, Half-Orc, Lawful Evil
Fighter, Level 2
HP: 24
AC: ??
STR: 17
DEX: 13
CON: 14
INT: 12
WIS: 10
CHA: 7
Recruitable: Late
Location: Temple (Level 1)
Notes: You need to have six or fewer party members to get him
to join. He's really not worth the effort.
<---------------------------------------------------------------------->
Turuko
Male, Human, Lawful Evil
Monk, Level 3
HP: 11
AC: ??
STR: 15
DEX: 15
CON: 11
INT: 9
WIS: 15
CHA: 9
Recruitable: Early
Location: Hommlet (Welcome Wench Inn)
Notes: The party must have less than five members, and cannot
be Lawful Evil (which makes no sense at all, since that
is what he is). If he joins, Kobort must also join.
<---------------------------------------------------------------------->
Wakefield
Male, Human, Lawful Evil
Cleric/Fighter, Level 12/5
HP: 214
AC: ??
STR: 20
DEX: 12
CON: 18
INT: 10
WIS: 18
CHA: 16
Recruitable: Late
Location: Hommlet (The Town Elder's House)
Notes: He is not available to recruit until you start the War
of the Golden Skull, and will leave when that quest is
complete.
<---------------------------------------------------------------------->
Wicked
Male, Human, Neutral
Rogue, Level 2
HP: 14
AC: ??
STR: 12
DEX: 14
CON: 16
INT: 13
WIS: 12
CHA: 10
Recruitable: Late
Location: Temple (Level 2)
Notes: Not much to say about him really; another one that is
way outclassed by the time you get to him.
<---------------------------------------------------------------------->
Wonnilon
Male, Gnome, Neutral
Fighter/Rogue, Level 3/3
HP: 72
AC: ??
STR: 15
DEX: 17
CON: 18
INT: 12
WIS: 9
CHA: 10
Recruitable: Late
Location: Temple (Level 1)
Notes: You have to find and return his lost items in the Temple
before he will join the party.
<---------------------------------------------------------------------->
Zaxis
Male, Half-Elf, Chaotic Neutral
Bard, Level 5
HP: 40
AC: ??
STR: 15
DEX: 15
CON: 15
INT: 12
WIS: 12
CHA: 15
Recruitable: Special
Location: Random Encounter
Notes: A mediocre Bard that you may or may not run into during
your travels between cities. If you find him and do not
recruit him right away, he can later be found in Nulb,
at the Snake Pit.
<---------------------------------------------------------------------->
Zert
Male, Human, Chaotic Evil
Fighter, Level 2
HP: 12
AC: ??
STR: 16
DEX: 15
CON: 11
INT: 13
WIS: 9
CHA: 10
Recruitable: Early
Location: Hommlet (Welcome Wench Inn)
Notes: If you want a Chaotic Evil Figher, there are worse ones.
<---------------------------------------------------------------------->
The list above is not necessarily complete, and you may find characters
and options that I did not. Some of these NPC's are party alignment
specific, and as I have not played every possible combination of parties
it is entirely possible (even likely) that there are other NPC's out
there that I did not find, or were not recruitable in my configuration.
If you know of others that I did not list, please submit their stats so
that I can include them in a future version of the guide (and give full
credit for your submission).
Map of Hommlet {MAP001}
o======================================================================o
What follows are a couple of very crude maps, but they should be good
enough to help you find your way around. These were manually recreated
from graphical maps I found online (www.gamebanshee.com). I will refer
to various locations both by name and number within the guide, to make
life a little easier for you (and frankly, for me too).
------
| 14 |
_| |
\ -----
\ \
------ \ \
| 13 | \ \
| | \ \
------ \ \ ------ ------
| |______\M\ | 24 | | 25 |
\__________a\ | | | |
\i\ ------ ------ _____
/ _n\ ________| |__________| | / ___
/ / \ \ / ______________ _____| / /
__/ / \R\ / / | | / /
/ __/ \o\ ------ / / ------ / /
/ / \a\| 12 | / / | 23 | / /
/ / ------ \d\ |/ / | | / /
/ / | 11 |____\ \---/ / ------ / /
/ / | |_____ \_/ / ________________| |______/ /
/ / ------ \ __/ / _____River____| |________/
------ ____\ \___/ / | |
| 15 | / __Bridge__/
| | / / \ \
------ / / \ \ ------
/ / ------ \ \__| 9 |
/ / | 10 |__\ _| |
/ / | |___ \------
/ / ------ | | ------
________/ / |M| ------ | 27 |
/ _River__/ |a| ------ ------ | 26 | | |
/ / |i|_| 8 | | 22 | | | ------
/ |n _| | | | ------ | |</pre><pre id="faqspan-4">
/ ------ | | ------ ------ | | | |
/ | 6 | |R| | |_________| |_____| |__
| | |o| ------ / ___ East_Road__ _____
------_________|a|_| 7 | / / \ \ | |
\ d__| | / / \ \ | |
\ / ------ / /_------\ \_------ | |
\_________ /__________/ ___| 20 | \__| 21 | | |
/ ___East Road__/ | | | | ------
/ / \ \ ------ ------ | 28 |
| | ------ \ \__------ | |
| |_| 5 | | __| 19 | ------
| _| | | | | |
------ | | ------ | | ------ ------
| 4 |_| | | | | 29 |
------ | |_ | | | | |
| 16 | ------ | | | | ------
| | |M| | | To the
------ |a| ------ | | ------ East
| | |i|_| 3 | | | | 18 | ----\
| | |n _| | | | | | ----/
\ \ | | ------ \ \ ------
\ \ ------ |R| \ \__/ /
------ \ \ | 2 | |o| \____/
| 17 | \ \ | | |a|
| | \ \ ------ |d|
------ \ \ | | | |
| |______\ \______\ \_| |
\_____________________ |
| |
| |
------
| 1 |
------
| |
| |
Legend:
1. Starting Point 16. Woodcutter
2. Gwynneth's House 17. Renton's
3. Mathilde's House 18. Jaroo's House
4. Filliken's House 19. Laszlo's House
5. Leather Worker 20. Valden the Wainright
6. Welcome Wench Inn 21. Carpenter's Shoppe
7. Blacksmith (Brother Smyth) 22. Village Elder (Kenter)
8. Weaver 23. Miller
9. Otello's 24. Dairy Farm
10. Tailor (Jinnerth) 25. Holten and Fruella
11. Jeweler 26. Stonemason
12. Hommlet Trading Company (Rannos) 27. Labor Camp
13. Black Jay's 28. Burne's Tower
14. Church of St. Cuthbert 29. Construction Site
15. Brewery
Map of Nulb {MAP002}
o======================================================================o
------ ------
| 1 | | 11 |
------ | |
\ \ ------
\ \ / / ------
\ \ / / | 12 |
\ \ / / | |
\ \ / / ------
\ \ /10 \ / /
\ \ ------ / / \ \ / /
\ \ | 9 |\ nothing / / \ \ / /
\ \ | | \ up here / / \ \ / /
\ \------\ \ / / / / \ \ / /
\ \ \ \__/ / / / \ \ / /
\ \ |_ 8/ / / \ \_/ /
\ \ / / / / \ /
------ \ \ / / / / \_/
| 3 | | |_____| |__________/ /
| | | __________/
------ / \
| | | MAIN | ------
| | | PLATFORM | | 7 |
| | | | | |
| | \ / ------
| | \ \ / /
| | / __________ \ / /
| | / / \ \ ____________/ /
| | / / \ \ |__ 6 ________/
\ \__/ / \ \ | |
\ 2 / \ \_____| |____ nothing
---- \ ____________ up here
| |
| |
| | ------
| | | 5 |
| | | |
| | ------
------ | | | |
| 4 | | |____| |
| | / _______|
------ / /
| | / /
\ \ / /
\ \ / /
\ \___/ /
\_____/
Legend:
1. Starting Point 7. Otis (Smithy)
2. Mickey 8. Old Man Preston
3. Waterwide Hostel 9. Home For Sale
4. Mona & Serena 10. Bertram
5. Mother Screng (Herb Shoppe) 11. Grud Squinteye (Docks)
6. Sammy (Otis' Apprentice) 12. Boatmen's Tavern
o======================================================================o
| Main Walkthrough |
o======================================================================o
While there aren't specifically chapters in this game, I will break it
up into chapters myself, based on the main city. So the various things
in Hommlet will be chapter 1, Nulb will be chapter 2, etc. This is to
make things a bit easier to follow, and has nothing to do with anything
presented in the game. So, with that in mind, I present Chapter One!
o======================================================================o
| |
| CHAPTER ONE |
| |
o======================================================================o
The Beginning Sequence {WLK001}
o======================================================================o
Now that you have created your party and clicked Begin Adventuring, you
will find yourself... umm... somewhere. Where, exactly, will depend
entirely on which Party Alignment you selected way back at the start.
My party is Neutral Good, so the steps I will lay out below are based on
the specific opening sequence for that alignment. I have included the
basic info for the other party alignments below, gathered as a result of
a lot of research online and partly from a guide written by Jagged Jim.
Many things in the game are dependent on your party alignment, so if you
have a party that is different than mine, the game may or may not play
out exactly the way it is outlined in the rest of this document. For one
thing, the first quest(s) in Hommlet will be different, and while I
fully intend to complete them all, they may be in a slightly different
order with a different party.
So... off we go!
Lawful Good {WLK002}
<---------------------------------------------------------------------->
You find yourself on a road, watching as several Bandits attack a small
caravan. Kill the Bandits, and one of the caravan survivors will come
out of hiding and ask you to go to the village of Hommlet and report the
incident to someone named Valden. Agree, and be immediately whisked away
to the starting point in the village. Valden is the Wainright, and is in
his shop (#20).
Lawful Neutral {WLK003}
<---------------------------------------------------------------------->
Head northeast from your starting position until you run into the Lord
Mayor, who asks you to go to Hommlet and assist with a bandit problem.
He will tell you to seek out Kenter Nevets for further instructions. As
soon as you accept, you will be taken to Hommlet. Kenter is the village
alder (#22).
Lawful Evil {WLK004}
<---------------------------------------------------------------------->
Proceed north and find High Priest Hextor, who tells you that he needs
you to find a magical sword - Fragarach. You need to go to Hommlet and
speak wtih a monk named Turuko. It's not like you have a choice, so just
agree and be taken to Hommlet. Toruko can be found at the Welcome Wench
Inn (#6).
Neutral Good {WLK005}
<---------------------------------------------------------------------->
Go to the northeast, and witness a murder in progress. You get to kill
the murderer, after which you automatically examine the corpse of the
victim (Canoness Y’dey of the Church of St. Cuthbert), find her brooch,
and decide to go to Hommlet and deliver the news of her death to the
Church of St. Cuthbert (#14).
True Neutral {WLK006}
<---------------------------------------------------------------------->
Head northwest until you are approached by Hrudek, who asks you to go to
Hommlet and find Jaroo, his Druid buddy. Well, okay then... Jaroo is in
his house (#18).
Neutral Evil {WLK007}
<---------------------------------------------------------------------->
You start out in the middle of a church-burning session, where you are
attacked by one of the acolytes. Kill him, and then you will "decide"
to go to Hommlet and burn the church there as well. Someone grab some
marshmallows! The church is #14, although I don't know what you're
supposed to do with that; maybe go threaten them or something?
Chaotic Good {WLK008}
<---------------------------------------------------------------------->
You don't really have to do anything here, you are simply told to go
to Hommlet and find Princess Tillahi and Sir Juffer, who are apparently
missing. You need to talk to Black Jay in the village for more info.
His house is in the northwest part of the village (#13).
Chaotic Neutral {WLK009}
<---------------------------------------------------------------------->
This starting vignette is kind of complicated - you start out in front
of two doors, one of which you cannot open. Rather makes the choice of
actions easy then doesn't it? Head thru the unlocked door and kill the
Air Elemental in the room beyond, disable the trap on the chest, grab
the key that's inside, then head back out and open the other door.
Thru this door you will find a couple of Zombies to destroy, and another
chest. Take the map from this second chest, and head for Hommlet. This
leads to the Emridy Meadows quest, so the best course is to visit the
church first (#14).
Chaotic Evil {WLK010}
<---------------------------------------------------------------------->
Start killing all the innocent villagers, and eventually one will make
a comment that someone named Rannos Davl has already looted and pillaged
the neighboring village of Hommlet. This, of course, pisses you off, and
you decide to go there and take the loot from him. Rannos is in the
Hommlet Trading Post (#12).
o======================================================================o
| |
| Arrival in Hommlet |
| |
o======================================================================o
Starting Point (#1) {WLK011}
o======================================================================o
1) The party starts out in the middle of the road in South Hommlet. At
this point, the only thing we know is that we have some sort of quest,
or mission, or self-important reason for being here. For me, it is to
find the Church of St. Cuthbert and give them the bad news that the
Canoness is dead; for you, it may be different. The direction that your
game takes from this point forward may parallel mine, or may go off in
a different direction entirely.
<---------------------------------------------------------------------->
2) No matter what, the very first thing you should do is recruit Elmo,
the town drunk. Head north up the main road, and find him staggering
toward you right about where the road starts to turn northeast. Now it
is a bit costly to get him (200gp), which means you will not be able to
get all the gear you want right away, but it's better to have mediocre
gear and a 4th level fighter than slightly better gear and no help in
combat. Once you've recruited Elmo (or not), continue up the main road.
<---------------------------------------------------------------------->
3) Now it's time to deliver on the quest that you were given (or find
the person you were sent to find, or do whatever it is that got you
here). I'm headed to the Church of St. Cuthbert (#14), all the way to
the north thru the village. If you have a different goal, go there now
and complete whatever it is you need to complete in order to get the
location of the Moathouse added to your map. Don't worry, if your quest
doesn't include receiving that information, you can get it later from
Spugnoir. The important thing is to finish the first step in your
mission, whatever that may be. You don't need to go on with your main
quest yet, just complete the first step of finding your contact in the
Village. I'll meet you back in town, at the Welcome Wench Inn (#6).
If you're not headed for the church, skip to Step 8.
<---------------------------------------------------------------------->
4) When you enter the church, you will find Calmert off to the left. He
welcomes you, and hints at you about making a donation for the poor. All
in good time, my friend, all in good time... We're here to see Tarjon,
the Canon. If you have a high Intimidate score, you will get the option
to use it on him (indicated by the red icon next to the dialog option),
although in this case it really doesn't make any difference. Answer as
you will (and buy stuff if you want), then head up the stairs just to
the northwest of Calmert.
<---------------------------------------------------------------------->
5) It's a little cramped up here, so I take K'aos and head southeast
into the last room, where resides the Canon Tarjon. After delivering
the bad news about the Canoness Y’dey (or whatever it is you're here
for), you can get some information for a couple of quests. First, and
most important, is the Moathouse; you may also be asked to help him
retrieve a lost artifact in a place called Emridy Meadows. Finally, you
can accept a quest to help convert a family to the church. Go thru the
various options, but DO NOT select the ones that say <travel to xxxxxx
now>. We have some things to do around town before we go off into the
wilderness. When you're done, loot the bookcase at the top of the
stairwell and head back downstairs.
***REWARD***
EXP 35 (I assume it's the same for the other opening quests as well)
***ITEMS***
Scroll:Raise Dead, Scroll:Cure Minor Wounds, Scroll:Cure Light Wounds,
Scroll:Cure Moderate Wounds, Scroll:Cure Critical Wounds, Scroll:Heal x2
Potion:Heal, Potion:Protection from Outsiders
NOTE: all magical items must be identified before they can be used. You
can use the spell Identify or Read Magic to accomplish this.
<---------------------------------------------------------------------->
6) Talk to Calmert again, and he'll eventually mention something about
needing some help collecting the church dues from the Braumeister's
Apprentice, Cavanaugh. Agree to help out to get this mini-quest added
to your logbook.
<---------------------------------------------------------------------->
7) In the little room to the southeast of Calmert is another staircase;
head downstairs to find the cook. She is friendly, and will give you a
few interesting pieces of information about Burnes and Rufus, and the
building of the new castle (locations #28 and #29). She will also ask
you to talk to the miller (#23) to see about getting some flour for her.
When you've gone thru the various dialog options, go back upstairs and
exit. Our next stop is the Welcome Wench Inn (#6).
<---------------------------------------------------------------------->
8) Hey! Good to see you again! How did your initial meetings go? Good?
C'mon, let's go in and have a drink!
From here on out, all parties - regardless of alignment - should be
able to follow the same sequence of events. There are several minor
quests in town that we can complete for some initial experience, and a
couple of relatively easy ones in areas nearby. But, before we do any
of that, we should round out the party. There are a few potential NPC
candidates in the Inn, and even a mini-quest or two. This is also one
of a couple of places where you can manage the party (by clicking on
the bar, right next to the entrance - look for the hand icon).
<---------------------------------------------------------------------->
9) But first things first... Talk to Ostler Gundigoot, the innkeeper.
He's behind the bar, to the left of where you entered. The dialog
options are rather limited at first, so go with the flow and agree to
pay 2gp for a room. He then makes you another offer - catch someone by
the name of Furnok cheating at 'games of chance', and you can have a
room for free. As this amounts to a free place to rest for life, I very
strongly suggest you accept.
<---------------------------------------------------------------------->
10) If you want to recruit one or more of the NPC's available in the
Inn, here are their locations:
In front of the fireplace you'll find Kobort and Toruko (Big Fighter and
Skinny Monk, respectively); across from them is Spugnoir (Sage). Furnok
is in the northern corner of the room, labeled as Inn Guest. Finally,
you'll find Zert just to the south of Spugnoir, also named Inn Guest.
Recruit if you want (you can get Furnok if you pay for him, but I choose
to wait and get him for free after doing his mini-quest). So let's see
about getting that free room at the Inn, and recruiting Furnok.
o======================================================================o
| |
| Know When to Fold Them |
| |
o======================================================================o
Welcome Wench Inn (#6) {WLK012}
o======================================================================o
1) Using a character with a high Spot skill, talk to Furnok (Inn Guest)
up in the corner of the main room here, and accept his offer to play
some 'games of chance'. Select a game to play (either cards or dice) and
cough up 10gp. If you're lucky, you'll win a time or two, but eventually
you will hit a losing streak, and discover that the cards are marked (or
the dice are loaded). DO NOT offer to let him join yet, instead blow him
off and go tell Ostler that you caught Furnok and get your free sleeping
room, plus some experience.
***REWARD***
EXP 70
<---------------------------------------------------------------------->
2) Now, if you want, you can return to Furnok and recruit him; he's kind
of nice to have along early, although he won't be with us for long. I
normally keep him until after the Moathouse and Emridy Meadows quests,
and then drop him back off at the Inn.
<---------------------------------------------------------------------->
3) If you check your logbook, you should see several quests. Don't worry
if yours are different than mine - we can pick up all the same ones by
visiting and talking to the appropriate people. If your party alignment
is not Neutral Good, you may want to head up to the church and do the
steps you skipped earlier (in WLK010). You can also, if you wish, skip
around thru this chapter and do the quests in whatever order makes the
most sense for your particular situation. It's up to you...
o======================================================================o
| |
| Grain for the Church |
| |
o======================================================================o
The Miller (#23) {WLK013}
o======================================================================o
1) Mytch, the miller, is in building #23, north of the river and to the
east; enter, and talk to him. Tell him that you have come about a
donation of flour for the church, and he will complain that he hasn't
decided yet. Now here's another place where you may be presented with
opportunities to use Bluff, Diplomacy, or possibly Intimidate. No matter
what you choose though, it appears the response is the same - you need
to go and talk to the Archdruid, Jaroo. Okay, if it will help sort out
this mess. You may be able to talk to him again and Bluff him into
handing over the flour (by telling that you already talked to Jaroo),
but you might miss out on some intel if you do. Exit the Mill and head
south for Jaroo's house (#18)
Jaroo's House (#18)
<---------------------------------------------------------------------->
2) Jaroo will tell you a few things about the Old Faith if you ask, but
really we're here about the Miller. You will need to Bluff him to get
him to agree that it's okay for the Miller to donate to the church (tell
him that Mytch has plenty of grain, and will even give some to him too).
In the back room is Jaroo's Chest, which is locked and trapped. Quala is
able to detect the trap, but not disable it. I have had Elmo go in and
trip it before, then grab the loot, but that can lead to some unwanted
consequences so we'll just leave it for now. Head back to the Miller's.
***TRAPS***
Jaroo's Chest - exploding trap, 12hp damage
The Miller (#23)
<---------------------------------------------------------------------->
3) Tell Mytch about the deal you struck with Jaroo; he will complain a
bit, but in the end will agree to give the flour to the church. Yay...
experience points!
***REWARD***
EXP 60
o======================================================================o
| |
| Another Soul for Cuthbert |
| |
o======================================================================o
The Miller (#23) {WLK014}
<---------------------------------------------------------------------->
1) Before we leave, talk to the miller's servant; he will tell you a sob
story about how he wants to convert to the new church, and he's afraid
the miller will be mad and fire him. Agree to talk to Mytch for him, and
then talk to the Miller again. If you have a high enough Bluff and/or
Intimidate skill, you can convince him to allow Erliter to convert; if
not, then you can simply lie to the kid (although this will cause him
to lose his job). Either way, get the XP for this, and exit.
***REWARD***
EXP 60
o======================================================================o
| |
| A Ring for Black Jay |
| |
o======================================================================o
North Hommlet {WLK015}
<---------------------------------------------------------------------->
1) Head up toward the church (#14), but don't actually enter it; there's
a little issue with a Goblin that we can take care of. Just before you
get to the courtyard area in front of the church, head east (the grassy
'path' in front of the rock wall, right across from the driveway to the
southwest). Head northeast around the church until you are attacked, and
then kill the little Goblin (he's worth 7xp per character). Loot his
corpse and head back around to the main road.
***ITEMS***
Ladies ring, inscribed 'From Jay'
Black Jay's House (#13)
<---------------------------------------------------------------------->
2) Black Jay's house is due west, right where you come back to the road.
If it's daytime, Black Jay (Herdsman) will be standing near the fence
outside his house; if it's night, he'll be inside. Talk to him and ask
if the ring you found is his; he will get all excited and offer you a
choice of magical items for its return. Cool...
Note that the boots and the cloak need to be identified before they can
actually be used. Personally, I choose the arrows, although I could make
a case for taking any of them.
***REWARD***
EXP 30
Elven Boots(*1)
OR
Elven Cloak(*2)
OR
Arrows +1 x20
*1 These boots grant a bonus (+5) to Move Silently
*2 The cloak will add a bonus (+5) to Hide
o======================================================================o
| |
| Black Jay's Dead Sheep |
| |
o======================================================================o
Black Jay's House (#13) {WLK016}
<---------------------------------------------------------------------->
1) Talk to him again, and go thru the dialog options about his wife, and
how he thinks he's cursed, and how his sheep are dying (Maybe if he were
to quite 'messing' with them... nah... never mind... I'm not going
there). Agree to help him figure out the problem with his flock.
<---------------------------------------------------------------------->
2) Head west into his pasture and gather the Hemlock plants that are
scattered about, then go back and ask him if he recognizes them. As
usual, being a peasant farmer and all, he knows nothing, but suggests
you go and visit Jaroo to get more information. Off we go (...into the
wild blue... okay... I'll stop).
<---------------------------------------------------------------------->
3) Back to Jaroo's house... Enter, and ask him to identify the plants
you found; he confirms that these are indeed Hemlock, which of course
means that someone is purposely trying to kill Jay's sheep. Well we
can't just let that go, can we? So it's back to Jay's farm to see what
else we can do to help.
<---------------------------------------------------------------------->
4) Talk to Jay again; ask if he has enemies, and generally go thru the
options that are available. Agree to find the perpetrator and, if it's
necessary, pass time until evening/night. Head into Jay's field, up by
the crops...
<---------------------------------------------------------------------->
5) You'll find the Teamster's Son hanging around up here - confront him,
and tell him that you know he's lying about his story. He will admit to
poisoning Jay's flock, but refuses to say who put him up to it. Send him
packing, with the admonition to never come back again.
<---------------------------------------------------------------------->
6) Return to the house and tell Black Jay that you solved his sheep
problem for some experience, and we're done with this mini-quest.
***REWARD***
EXP 90
o======================================================================o
| |
| Zealotry |
| |
o======================================================================o
Brewery (#15) {WLK017}
o======================================================================o
1) Since we're here in the northern part of town, there's another place
we can visit and another mini-quest we can complete. To the southwest of
Black Jay's is the Brewery; head over there and enter.
<---------------------------------------------------------------------->
2) Hiding behind the tanks across the room you will find a character
named Cavanaugh (Braumeister's Apprentice); this is the guy who hasn't
paid his dues to the church. Talk to him, and tell him you were sent
here by Calmert to collect. He will get all paranoid, and say that he
doesn't have the money, and beg you to help him. Now, there are a few
ways this can play out...
First, you can Intimidate him and get him to promise to pay tomorrow.
This is the easiest and cheapest (for you), but may cause a Paladin to
become Fallen.
Second, you can let him be and agree to go and talk to Calmert for him.
Me, I chose not to Intimidate; you, can do whatever you feel is best
based on your party alignment and how you want to play the game...
Select the dialog option that works for you and exit the Brewery.
<---------------------------------------------------------------------->
3) Head back up to the church, enter, and talk to Calmert again. Again,
you have choices...
If you Intimidated Cavanaugh, you can simply tell Calmert that he will
get his money tomorrow - quest complete. If not, then you need to decide
if you will help out Cavanaugh, and how you'll accomplish that.
You can pay his dues for him (2gp), or you can convince Calmert to 'look
the other way' for a small donation (10gp). If you do neither, you will
be left with no choice but to go back to Cavanaugh and Intimidate him
anyway. I want to help the guy out, but I'm not made of money; I use the
Bluff option and pay the dues for him.
If you didn't do it before, head upstairs and talk to Terjon about doing
conversions to his faith; he will ask you to ehlp convert Jakk Borton,
the Leatherworker. This will be our next mini-quest. Make sure to grab
the scrolls from the bookcase and head back downstairs. Exit the church.
SPECIAL NOTE FOR NEUTRAL EVIL PARTIES: if you tell Terjon about having
burnt the church in the opening sequence, he will kill you. Technically
he just goes hostile and attacks, but he is way too powerful for a low
level party, and you will lose the battle. If this is your quest, plan
on coming back several levels from now and taking care of this when you
actually have a chance of beating him.
***REWARD***
EXP 60
o======================================================================o
| |
| Terjon Wants More Followers |
| |
o======================================================================o
Leatherworker's House (#5) {WLK018}
o======================================================================o
1) Jakk, the leatherworker, lives all the way back in town, along the
main road. Enter the house and talk to Jakk; aski him about converting
to the Church of St. Cuthbert, and he will respond with a condition.
Jakk's brother-in-law - Bing - is apparently quite ill, and Jakk won't
consider joining the church unless he sees a miracle in the form of
healing him. We need to talk to Terjon again, so it's back up to the
church...
<---------------------------------------------------------------------->
2) Enter the church and head upstairs. Terjon is where he always is, so
ask him about a healing for Bing. He will tell you that it is beyond his
power to help, and that you will need to find some other way. He's the
most powerful cleric in the whole town, but he can't help one poor guy
so that he can get his convert - what a dick. Head back down, exit the
church, and return to Jakk's house...
Leatherworker's House (#5)
<---------------------------------------------------------------------->
3) Have your Cleric use one of the Heal scrolls on Bing (Brother-in=Law)
to cure him of his ills, then talk to Jakk again. Tell him that Bing
was healed by the power of St. Cuthbert (technically, this isn't a lie,
since the scroll did come from the church...), and he will agree to join
the church. Return to the church and tell Terjon about his new converts
to get the experience.
Note that you can use the potion instead of the scroll to accomplish
this - I choose to use the scroll because potions can be used by anyone,
and scrolls can only be used by clerics. This allows me to have magical
healing available with a couple of characters; Ilana holds on to all the
scrolls, while K'aos carries the potion.
***REWARD***
EXP 60
o======================================================================o
| |
| One Bride for One Player |
| |
o======================================================================o
Holten and Fruella (#25) {WLK019}
o======================================================================o
1) Okay, since we're back in the northern part of town, there's a quest
we can do which will result in two things - a marriage, and a new party
member. Figure out which male party member you want to get married and
head for Holten and Fruella's house; follow the river road all the way
east to the last building. This character should have a high skill in
Sense Motive.
<---------------------------------------------------------------------->
2) Talk to Holten (Reclusive Farmer) and follow the dialog options until
you get the option to 'sense that he and his family are not fitting in'.
Agree to marry Fruella, and tell him that you'll ask her.
<---------------------------------------------------------------------->
3) Fruella (Spinster) agrees to marry you, but only if she can have a
church wedding. Whatever... Talk to Holten again and give him the good
news; he agrees to convert so she can have her wedding, and approves the
marriage.
<---------------------------------------------------------------------->
4) Talk to Fruella one more time, and VOILA - you're married and now
have a new party member. Unlike in real life though, there is no way
to get a divorce here, so if you want to dump her, you'll have to kill
her off. For now though, she's a member of the group.
***REWARD***
EXP 118
o======================================================================o
| |
| Traders Revealed |
| |
o======================================================================o
Burne's Tower (#28) {WLK020}
o======================================================================o
1) These next three mini-quests are all related, so I am going to treat
them as a single quest. In your logbook, they will show up separately as
Agent Revealed, Trader’s Courier Arrives, and Traders Revealed.
Head back to the southern part of town and go all the way east along the
east road until you come to Burne's Tower (Guard Tower). It's a fair way
out - the map is definitely not to scale. Enter the tower, and talk to
Burne (Wizard).
<---------------------------------------------------------------------->
2) Say that you want to volunteer your services, and he'll tell you all
about the problems he's been having with supplies. He will ask you to
infiltrate the camp and discover the spy; agree, and exit the tower.
Burne has a lot of scrolls for sale, if you have a need. Personally, I
wait - I don't really have a use for any new magic yet.
Construction Site (#29)
<---------------------------------------------------------------------->
3) Go east from the tower to get to the new castle worksite; you'll have
to cross a series of wooden bridges, and pretty much wind around a bit
in order to get there. Once at the site, look for a worker named Jayfie.
He will appear eventually right in the middle of the entrance road to
the site (Peasant Laborer), but will seem confused about your presence.
Bluff him to convince him to let you stay and work, then choose the
Sense Motive and Diplomacy dialog options to get him to reveal his part
in the 'side jobs' that are being done. He will also reveal that Rannos
and Gremag, from the Trading Post, are part of the scheme. This is what
Burnse wanted us to find out, so let's return to him and give him the
information.
Burne's Tower (#28)
<---------------------------------------------------------------------->
3) Return to the tower and talk to Burne again; tell him what you found
out and he'll reward you with experience and some gold. Nice...! Now it
would appear that this is the end of the quest, but not so fast. Head
back to town, and up to the Hommlet Trading Company (#12).
***REWARD***
EXP 26
50gp
<---------------------------------------------------------------------->
4) Don't actually enter the Trading Post yet - instead, head around back
and go into the barn. Here you will find a Courier; If you have a high
enough Sense Motive skill, you can get him to admit that the ownsers,
Rannos and Germag, are spies for the Temple (the evil temple, not the
Church of St. Cuthbert). If your skill isn't high enough, you'll miss
out on some gold (a fair amount, actually), but there's really nothing
you can do about it. Either way, this is listed in your logbook as a
separate quest (Trader’s Courier Arrives), so it's included here.
Thanks to Jagged Jim and his guide for this piece.
Hommlet Trading Company (#12)
<---------------------------------------------------------------------->
5) Now go around and enter the Hommlet Trading Company store; if you
want to sell or buy anythng from the Trading post, do it now, because
we're going to kill these bastards in the next step.
Once you've completed any transactions you want, talk to Rannos and tell
him that you know he's a spy; he will attempt to bribe you with 20gp.
Well that just ain't gonna cut it spy-boy! Use your Diplomacy skill to
get him to pay more, and walk away with a nice payday and some fresh
experience.
Note that if you were able to get the courier to confess, you can get
Rannos to pay you 200gp; if not, then you can only hold him up for 100.
Either way, this quest is done (thanks again to Jagged Jim and his FAQ
for this tidbit).
***REWARD***
EXP 78
100gp OR 200gp
<---------------------------------------------------------------------->
6) There's no way to get Rannos and his cohorts to challenge you, so you
will need to simply attack them outright. This can be a nasty fight at
our meager level, and there isn't a whole lot of room to maneuver, but
it is a winnable battle. Once they're all dead, loot the bodies for some
nice gear. Some of the loot goes right away to the NPC party members,
but the rest is detailed below. Oh, and this is way more than enough
experience for the whole party to level up; I go to the Inn to do it,
so I can rest and memorize new spells.
***REWARD***
EXP 1286
Rannos drops an Amulet of Proof Against Detection and Location(*1),
a Potion:Invisibility, a Ring:Protection +1, an Aquamarine Gem,
a Blue Sapphire gem, 105gp, 53sp
Gremag drops Chainmail +3, a Shortwsord +1, a Dagger of Venom(*2),
a Potion:Invisibility, a Black Pearl x5, 105gp, 53sp
Raimol drops Leather Armor, Leather Gloves, a Longbow, Arrows x20,
and a Longsword
*1 This causes divination spells cast at the wearer to beat a DC of 19
*2 Dagger +1, it can poison a target 1x/day
LEVELING DETAIL
o--------------o
K'aos goes to level 2 as a Ranger and chooses two-weapon fighting for
his Combat Style. He gets 10 skill points, and adds them as much as
possible to the same skills he already has. He also gets the Ring of
Protection +1.
Chaorl stays a Barbarian and bumps up his same starting skills as well.
The chainmail goes to him, since he's our front-liner and first to go
into melee.
Ilana becomes a 2nd level Cleric, adding skill points to Concentration
and Heal. She adds Read Magic and Cure Light Wounds to her spells.
Quala goes Rogue and puts her skill points into thieving abilities, also
adding per first couple of points to Concentration for when she dual-
classes to Sorceress at next level. She will take the 2 potions, the
amulet, and the shortsword.
Xenth goes up to Sorcerer level 2 and adds Concentration, Spellcraft,
and Use Magic Device. He also gets a new spell here, and goes with
Resistance.
That was fun - let's get a drink to celebrate!
o======================================================================o
| |
| Drinking Contest |
| |
o======================================================================o
Welcome Wench Inn (#6) {WLK021}
o======================================================================o
1) Since we're in the Inn, rest until evening (if necessary) and then
talk to Tuperello (Braumeister's Apprentice). Accept his challenge to
join in a drinking contest. I use Chaorl for this, and have him use his
Barbarian Rage to get his hit points up as high as possible (31).
Each round, you and several others in the bar will each toss down an ale
and take some non-lethal damage (1-3 points per round). When all the
contestents are passed out, and you're the only left standing, you win.
Loot the bodies of your vanquished foes for their gear, and then rest
to regain your lost hit points. Nobody drops anything exceptional, so
I'm not going to bother documenting it in detail; I'm selling it all.
***REWARD***
EXP 78
<---------------------------------------------------------------------->
2) Before moving on to the next quest, I head across the street from the
Inn to visit Brother Smyth, the Blacksmith (wouldn't that make him a
Blacksmyth? Whatever...)
I sell off all the crap I don't need (gems, extra weapons, etc) and get
some better shields and armor for the few that need (and can use) it.
I'm now much better equipped, fully rested, and ready to go on.
o======================================================================o
| |
| Woodcutter's Problem |
| |
o======================================================================o
Woodcutter's House (#16) {WLK022}
o======================================================================o
1) Tarim, the woodcutter, lives off to the west; southwest of the Inn,
to be exact. You can either go overland from the Inn or follow the road
to get there - it really doesn't matter.
Talk to him and ask if there's any evil in the area, or say that you're
looking for adventure, or whatever you like. The point here is get him
to tell you about the Giant Spiders that are preventing him from getting
to the Deklo Trees he wants to harvest. Agree to help him and travel to
Deklo Grove (per the dialog option)
<---------------------------------------------------------------------->
2) You will arrive in combat mode, facing one or both Giant Spiders (if
you only get one to start, don't worry - the other one will show up).
This is not a hard fight by any stretch of anyone's imagination; kill
the spiders and return to Tarim.
<---------------------------------------------------------------------->
3) Tell Tarim that the spiders are dead for your reward (in addition to
the 105xp per character that they were worth by themselves). You can ask
about his family, and find out that his little girl is sick, but unlike
the earlier quest there's nothing you can do to help little Amii. Too
bad, so sad...
***REWARD***
EXP 52
o======================================================================o
| |
| Cupid's Arrow and Carpenter's Dilemma |
| |
o======================================================================o
Gwynneth's House (#2) {WLK023}
<---------------------------------------------------------------------->
1) This is actually two quests that are tied together; you need to start
the first one (Cupid's Arrow), then do a related one in the middle
(Carpenter's Dilemma), then complete the first one. Since they're listed
separately in the logbook, I named them separately here in the guide,
but really they are more like one single quest. Oh well, whatever...
<---------------------------------------------------------------------->
2) Since we're close by, stop and visit Gwynneth; talk to her to hear a
tale about how her husband Percy and his brother Filliken won't speak to
each other any more because of a barn they share. Apparently Filliken's
wife passed away a while back, and all he's been doing is working his
farm; now he's using up more than his half of the space in the barn, and
leaving no room for Percy and his family. She suggests hooking him up
with the widow Mathilde from across the street. Well, since we had to
get married to further our ends, it's only fair that Filliken get to
experience the joys of marriage again. Exit the house and head over to
Mathilde's house.
Mathilde's House (#3)
<---------------------------------------------------------------------->
3) Talking to Mathilde, you quickly get the impression that she likes
Filliken, and she will agree to marry him if you can get the carpenter
to build a barn for her dowry. So this is going well, even if it means
we're going to be running around, back and forth... Off we go to find
the carpenter and see about this barn.
Carpenter's Shoppe (#21)
<---------------------------------------------------------------------->
4) Rik (Carpenter), and his brother Marek will initially say that they
are simply way too busy to build a barn for Mathilde, but if you remind
him that you are the one who secured the deklo wood, he will relent and
agree to build the barn. (There is also an option to offer him 100gp,
but he says that Burne and Rufus are paying him more to work for them.
It may be possible to talk to Burne and/or Rufus and work this out as
well; I did not play out that possibility, so I don't know).
Now he has agreed to build the barn, but he still insists that he can't
start on it right away because he doesn't want to piss off the rest of
the villagers by delaying their work. However, if we were to help Marek
convert to the Old Faith, he would be willing to do the barn first. This
opens up the other quest (Carpenter's Dilemma), which we will do next.
<---------------------------------------------------------------------->
5) We need to talk to Jaroo about doing the conversion, and he lives
nearby, so I head overland and go visit the archdruid. Being a Druid and
all, he says that he can do it, but only if Terjon agrees - have to keep
the balance, and all that jazz... So it appears we aren't done running
around quite yet. Head for the church...
<---------------------------------------------------------------------->
6) Terjon will agree to allow the conversion; or at least he will after
you remind him that you've already converted several people to his faith
as well. This is a classic example of the 'win some, lose some' axiom,
and shows that you have to be flexible to get along in life. Whatever...
Over the river and thru the woods, to the archdruid's house we go (sorry
I just could not resist that).
<---------------------------------------------------------------------->
7) Jaroo seems happy (at least as happy as he ever gets) and waxes
philosophical about Terjon having seen the wisdom of keeping balance.
He agrees to perform the conversion, and says that he will go and talk
to Marek. Now, of course, this lazy old bastard won't actually be going
anywhere, which means we need to do it ourselves. Head back to the
Carpenter's Shoppe.
<---------------------------------------------------------------------->
8) Well what do you know - when you talk to Rik, it appears he already
knows about Marek being allowed to convert. Man, that old Jaroo fellow
must be fast, because we came straight here and he beat us anyway. I'm
impressed... Now there's just a little matter of payment for building
the barn; Mathilde said she was pretty well off, so I guess we should go
get her to cough up the dough...
Note that I didn't get any experience for doing this mini-quest, which
leads me to believe that it isn't really a separate quest after all. I
can only speculate as to why these are separate in the logbook; maybe
it's possible to do them in a different order?
<---------------------------------------------------------------------->
9) Return to Mathilde and she will agree to pay for her barn. But now
it seems we've forgotten one whole piece of this puzzle - we haven't
even met this Filliken person, let alone tell him that we're fixing him
up with the widow Mathilde. I guess we should do that...
Filliken's House (#4)
o======================================================================o
10) Filliken lives across the street, to the north of Gwynneth and Percy
(north of the barn). Enter and talk to him about marrying Mathilde (you
will have an option to Bluff him with some nonsense about how you have
'come from afar'). He insists, however, that it is too soon, and that
the tenets of the Old Faith won't allow him to remarry yet. Aaarrgh...
Now we have to go back to Jaroo and get him to rule on the appropriate
length of time for someone to be in mourning.
<---------------------------------------------------------------------->
11) Jaroo will tell you that one year is indeed a long enough mourning
period, and that after that time has passed it is even encouraged for
someone to start dating again. So there's out answer - back to visit
Filliken again and give him the news.
<---------------------------------------------------------------------->
12) Return to Filliken, tell him he's an idiot for waiting this long,
and get your experience (such as it is). This seemed like an awful lot
of running around for a measly 78 points per character, but since that's
all we get, I guess we'll take it.
We're not done with Filliken yet though, as you'll see in the next quest
***REWAARD***
EXP 78
o======================================================================o
| |
| Stealing Farmers |
| |
o======================================================================o
Filliken's House (#4) {WLK024}
<---------------------------------------------------------------------->
1) Talk to him again, and he'll tell you that everything is going well
with Mathilde, but he's concerned that someone is stealing from him. So
now we get to go and figure out who is ripping him off. This mini-quest
is quite easy, and doesn't involve any running around (for a change).
Exit the house and pass some time until evening.
<---------------------------------------------------------------------->
2) You may have to walk around for a bit, but if you head around back
of Filliken's house you will eventually find Otello (Farmer) hanging
around looking suspicious. Confront him, and ask why he's holding a
bag of stolen grain; he will admit to stealing from Filliken.
Now you have a choice - turn him in, or let him go if he promises to
never steal again. I'm sick of covering for these stupid villagers and
their petty squabbles, so I decide to tell Filliken who the thief is.</pre><pre id="faqspan-5">
I don't think it really matters which way you resolve this, so do as you
wish.
<---------------------------------------------------------------------->
3) Return to Filliken and tell him that you found the thief. Depending
on how you played the last step, you will either have the option to name
the thief or not; either way, collect your experience reward.
***REWARD***
EXP 78
o======================================================================o
| |
| Unhappy Tailor |
| |
o======================================================================o
Jinnerth's House (#10) {WLK025}
<---------------------------------------------------------------------->
1) Now... for no reason other than I told you to, head north up the main
road to the Tailor's Shoppe - the last building on the left before the
river. Talk to Jinnerth and ask him why he's so glum; he will complain
that he wants to join the local militia, but that he's too small. Now
what exactly we're supposed to do about that, I don't know - it's not
like we have a people stretcher or anything (I checked my inventory, and
I'm right out of people stretchers). We can, however, agree to talk to
Renton and see if we can't convince him to let Jinnerth join in spite
of his vertical disability.
Renton's House (#17)
<---------------------------------------------------------------------->
2) Renton lives all the way in the southwest corner of the map, so head
there and enter his cottage. Now there's a reason we're doing this at
night (right after discovering the thief for Filliken); Renton is only
here at night. Since he's the had of the town militia, I guess he's out
militia-ing during the day... But I digress.
Renton will refuse to allow Jinnerth to join, until you either mention
the fact that you gave Elmo a chance with your group (if you have Elmo),
or Bluff him into allowing Jinnerth in return for new uniforms. If you
choose the latter, you'll need to return to Jinnerth to complete the
quest.
***REWARD***
EXP 52
o======================================================================o
| |
| Emridy Meadows |
| |
o======================================================================o
Okay, this quest is really called 'Terjon Searches for a St. Cuthbert
Artifact', but that's waaaaaay too long to fit comfortably into the
Table of Contents, and frankly is just annoying. So, I'm calling it
Emridy Meadows instead, because that's where we need to go to do it.
You'll get this quest different ways depending on your party alignment;
NG parties will get it as part of their discussions with Terjon way
back in the first section; for CN parties, this is the quest from your
opening sequence. For others, well, you should be able to talk to the
Canon Terjon at the Church and get the dialog option that will get this
added to your logbook. If not, you're on your own.
On the world map, head for Emridy Meadows...
Emridy Meadows {WLK026}
o======================================================================o
1) While traveling on the world map, you may be presented with a random
encounter from time to time. You will either just show up in a combat
situation, or be presented with an option to engage or avoid an enemy
along the way (this is dependent on your Survival skill). If you just
show up in a combat scenario, well, you'll have to fight; if presented
with the choice, you will know what you might be up against and can
decide appropriately.
<---------------------------------------------------------------------->
2) This place is inhabited mostly by skeletons, who are quite easy to
kill. Note that they are not susceptible to arrows or crossbow bolts,
but can be hit (and damaged) by sling stones. For this reason, you might
want to equip all melee weapons. Our goal is somewhere near the center
of the map, under a 'rainbow colored rock'. As long as you don't venture
near the southwest corner of the map, you should be fine.
<---------------------------------------------------------------------->
3) Head east from your starting point, and slightly south. You will come
to a grouping of rocks, one of which will be the rock we're looking for.
Along the way you'll have to kill several skeletons, which will die from
a single Magic Missile, or from a hit or three by a strong fighter-type.
<---------------------------------------------------------------------->
4) Kill any boney obstacles, find the rainbow colored rock, and grab the
artifact, along with the other loot. Exit the map and return to North
Hommlet (again, do NOT venture to the southwest corner of the map!)
***ITEMS***
Ragged Note to Terjon, Figurine, Heavy Gold Chain, Amber Gem x9,
Copper Starburt Pendant (*1), 12pp, 17gp
*1 This is the artifact that we need to return to Terjon at the church
<---------------------------------------------------------------------->
5) Enter the church, head upstairs and talk to Terjon one more time. You
can return the artifact and get the experience, or refuse to give it to
him and attack. I do not suggest taking this option unless you're really
damn sure of yourself - Terjon is a very powerful cleric, and you will
have a VERY hard time with him. Even though the experience sucks for
completing this quest, and the points for killing Terjon are much
greater, it's an almost impossible task. I choose to just hand it over
and move on to the next quest.
***REWARD***
EXP 26
o======================================================================o
| |
| The Moathouse |
| |
o======================================================================o
The Moathouse {WLK027}
o======================================================================o
1) Rest at the Inn until you're fully healed, then exit and bring up the
world map; select the Moathouse to travel there. If you do not have this
on your map, you can talk to Spugnoir at the Inn to get it added (and to
recruit him if you so desire).
<---------------------------------------------------------------------->
2) You arrive in the southeast corner of the map; leave your missile
equipped characters behind and move up slowly with your fighter-types.
Almost immediately, you will be attacked by one or more giant frogs (you
will have to fight them all eventually, but hopefully you can just do
them one at a time). The are fairly easy to kill, but have a nasty habit
of grappling a character with their tongues; when grappled, that party
member cannot move or fight.
Continue working your way slowly northwest, killing frogs as you go. At
some point, they will stop coming and you can move up to the moathouse
building. Cross the wooden bridge and enter the Moathouse Tower (it's
on your left, just inside the gateway).
Moathouse Tower
<---------------------------------------------------------------------->
3) In here, you will have to kill a giant spider, but a couple of quick
hits from my fighters puts an end to this fight almost before it starts.
This place is safe to rest, and since I can level up now, I take full
advantage of the safety of the tower to gains my levels and rest. The
chest on the western side of the tower has some loot.
***ITEMS***
Potion:Neutralize Poison, Scroll:Ray of Enfeeblement,
Scroll:Protection from Evil, Scroll:Charm Animal, 28sp, 51cp
LEVELING DETAIL
o--------------o
K'aos dual-classes to Sorcerer, but adds skill points into the regular
areas (Bluff, Diplomacy, etc). He takes Maximize Spell for his feat, and
chooses Daze, Disrupt Undead, Open/Close, and Read Magic for 0-level
spells, and Enlarge Person and Magic Missile for 1st level. This is the
first step toward making him a powerful fighter/mage.
Chaorl stays a Barbarian and bumps up his same starting skills again;
for his feat, he takes Improved Initiative. He will remain a single
classed Barbarian for the entire game.
Ilana becomes a 3rd level Cleric, adding skill points to Concentration
and Heal (this will be her normal progress). She adds Quicken Spell as
her feat, and takes Spiritual Weapon and Cure Moderate Wounds for new
spells.
Quala duals to Sorceress, and takes Concentration and Spellcraft for
her new skills. Adding Maximize Spell for her feat will help make up
for her lousy Charisma (she will only ever be able to cast 3rd level
spells). Her 0-level spell selection includes Detect Magic, Open/Close,
Read Magic, and Resistance; 1st level spells are Detect Secret Doors
and Sleep.
Xenth goes up to Sorcerer level 2 and adds points to Concentration,
Spellcraft, and Use Magic Device. He gets a new feat here, and elects
to add Armor Proficiency (Light) so he can better protect himself. He
also gets a new spell, and takes Ray of Enfeeblement.
Moathouse Courtyard
<---------------------------------------------------------------------->
4) There are several Bandits out here - they use a mixture of weapons,
so you'll have to go after them; this makes it a bit more difficult to
get them one or two at a time. How many there are and where they appear
seems to be somewhat random, so size up your situation quickly and
respond appropriately. When they're all dead, loot their corpses for
some normal-ish gear and loot. There are some Thieves Tools next to the
bush by the northern wall.
I'm now carrying a shitload of stuff, and several party members are
encumbered, so I decide to return to Hommlet and sell this stuff off.
I'm not going to document it here, other than to say that I did it.
<---------------------------------------------------------------------->
5) It is significant, however, that I did this, because when I return
to the Moathouse I find myself back at the same starting point (before
the frogs). I can move freely up the path this time, but instead of
entering the courtyard, this time I head east around the building and
continue around to the back. If you didn't return and unload, then exit
the courtyard to the south and follow the path east, then north, and
finally northwest.
You will eventually come to a small wooden bridge to the west, beyond
which is a secret door. Now get ready for a fight - on the other side of
this door is a group of bandits who are slightly harder to kill, and the
lack of maneuvering room makes this a tougher battle to fight. A Sleep
spell can make it easier, as can several Magic Missiles, but in the end
you will have to engage in some melee. Kill them, and loot the bodies
for more stuff.
<---------------------------------------------------------------------->
6) Open the door to the main room, enter, and head to the southeast.
Kill the giant snake in this rooma and the Lizard in the room to the
west (and the rats in the main room, if you're so inclined), then head
back to town to unload (yes, even if you did it before). When you're
ready to proceed, return and go down the stairs to the west off the main
room of the Moathouse.
<---------------------------------------------------------------------->
7) The first thing to do is find the two secret rooms off to the north;
the one on the left has absolutely nothing in it, but the other one, to
the right, has a chest which contains several 'Eye of Flame' cloaks.
You need these, so grab at least enough to outfit the party (I generally
take all ten) and equip them in your cloak slots. Now, on to the first
fight...
<---------------------------------------------------------------------->
8) There is a hallway to the southwest, off this main entrance room,
with several Zombies. They move pretty fast for dead things though (not
slow and shambling like in the movies), and can surround your characters
fairly quickly if you're not careful. To make things worse, a couple of
Green Slimes will drop down right in the middle of the main room once
you engage the undead. So... here's what I do:
I leave my missile-equipped characters back by the stairs, my secondary
fighters in front of them as protection, and my main fighters over by
the hallway (right by where the wooden door is). My strongest fighter
heads down the hall to instigate the Zombies and draw them back while
the rest get ready to take on the Slimes. With any luck, only a couple
of the Zombies actually chase me at first, and I can draw them back into
the main room and slaughter them along with the Slimes. When this first
group is dead, I can head back down the hallway and get the rest of the
Zombies to come up and play for a while (not for very long though, as I
intend to kill them rather quickly).
<---------------------------------------------------------------------->
9) The room to the southeast off the hallway also has a couple of left
over Zombies in it, and a secret staircase. Kill the Zombies and ignore
the stairs. When this main area is clear, open the door to the east, off
the main room.
<---------------------------------------------------------------------->
10) Another door to the east off this tiny little ante-room, and we're
in a large room with an Ogre. However, since we had the foresight to don
those Eye of Flame cloaks, he decides to talk instead of attack; lead
with a character with high Bluff and Diplomacy and you should be fine.
This is Lubash, and he's bad news for a low-level party; however, since
we now have the benefit of being able to get set up before engaging, we
can take him out much more easily. Surround him with your strongest
fighters and keep your spellcasters and weaker characters back by the
walls. Start out with a Magic Missile assault and then get on him fast
and hard. You will very likely have to do this fight more than once, as
he can kill a character with one hit, so save once you're in position
and ready to start the fight. He drops a fair amount of cash, and a
Cloak of Elvenkind.
<---------------------------------------------------------------------->
11) To the west off Lubash's room is a small room (it's hard to see, but
it's there - trust me). In here are a couple fo prisoners; talk to them
and one - named Nybble - will give you a Gnome Ring. This thing, while
not magical, will identify you as a gnome-friend; this leads me to think
that we will be running into a Gnome somewhere along our travels, and
this will help prevent any... umm... misuderstandings. Head down the
stairs to the east.
<---------------------------------------------------------------------->
12) At the bottom of this staircase you'll find a small ante-room to the
east, a passage west, and a passage south. The room to the east is empty
so I guess we'll go west. The passage turns south, and then comes to a
doorway to the west. Beyond this is a group of Gnolls, and in numbers
they can be nasty. You will have little chance to get into the room and
get positioned for combat, so be prepared to do some maneuvering once
this engagement starts. Note that your NPC characters can enter the room
without initiating the dialog, so move them into position before sending
in your main party.
The first thing they'll do, however, is offer to leave... for a price.
If you have the gold, and don't mind giving it away, then by all means
pay them. For 100gp they will leave; for 200 they will show you where
the Master of this dungeon can be found. If you have a high enough skill
in Diplomacy, you can knock 50gp off the price. I choose to kill them
and keep my money. They drop mostly cash, and not much of it at that.
<---------------------------------------------------------------------->
13) There are two doors off of their room - the northern one opens into
a small storage room with nothing in it; the southern one leads to a new
passage. Go there, and head west at the first split. Follow the passage
as it turns north, and then opens into a room with several Ghouls in it.
Kill the Ghouls (no real strategy here), and loot the chest.
***ITEMS***
Potion:Cure Moderate Wounds, Potion:Cure Light Wounds x2,
Scroll:Sleep, Scroll:Cat;s Grace
<---------------------------------------------------------------------->
14) Ignore the passage southwest (it goes nowhere) and the secret door
in the northeast alcove (it goes back up to the main floor). Instead,
head back the way we came until you get to the split and go down the
steps to the southwest. This leads to a room with an underground lake,
and a Giant Crayfish. mmmm... lobster... Kill it and loot the chest in
this room for a couple of scrolls. Head back once again to the split.
***ITEMS***
Scroll:Knock, Scroll:Stinking Cloud
<---------------------------------------------------------------------->
15) Only one way left to go - southeast - so go that way. At the end of
the passage is a door, and on the other side is a small room with a
pentagram on the floor. Southeast off of here leads to an exit that goes
nowhere; northeast is another door. I strongly suspect this door might
be hiding enemies, or something, so let's position the party for combat
before we open it, shall we?
Well, there are people behind it, but (at least for me) they do not go
hostile right away. Maybe it's because I used Elmo to open the door;
maybe I was wrong about their intentions. Let's find out...
Chaorl heads into the hallway beyond the door and is stopped by one of
the guards (Sergeant). I Intimidate him into leaving, but the rest of
the guards remain. I guess they'll have to die for their lack of sense.
<---------------------------------------------------------------------->
16) At the end of the hallway is a room to the north with a rather large
group of guards, and this can be tricky. They will try and trap you by
where the hallway turns to go into the room, and it can be tough to get
up into the room to actually engage them. A Sleep spell will help, as
most of them are less than 4HD and quite susceptible. Kill them all, and
loot them for their armor and weapons, along with the cash they've got.
<---------------------------------------------------------------------->
17) In the northern section of this room, there is a door. Behind this
door is our goal - the Master. He is naaaaasty, so heal up as much as
possible and rest for 8 hours to get your spells back up; you'll need
all you can muster against this guy.
Ray of Enfeeblement will help, and Ilana uses Spiritual Weapon to get
another fighter-equivalent into the battle. In the end though, it's
melee that will win the day. Get as many people on him as quickly as you
can manage it, and chop him to bits. When he gets seriusly injured, he
will call for a truce, and offer to surrender. Now, you can accept his
surrender if you want, but I'm just going to kill him.
Loot him for a Ring:Freedom of Movement, along with a lot of other cool
stuff we can sell. Make sure to loot the dresser for his diary and a
couple of scrolls. Use the diary (Inventory screen, drag it to the Use
Item button, and follow the dialog options) to get the city of Nulb
added to your world map.
At this point, even though there are a few other things to clear out in
here, I have to return to Hommlet and unload. I literally have no room
to carry anything else. Once I'm unburdened, I'll come back and finish
off the couple of things that are left. Let's assume that's done, and
we're back at the bottom of the long staircase (off Lubash's room).
<---------------------------------------------------------------------->
18) South, then east from the bottom of the stairs is another room. In
here are a couple of Bugbears, who are so easy to kill after all that
other nonsense that they're almost not worth mentioning. There are a
bunch more off to the north from this room, and they're just as easy to
kill. Loot them for a bunch of healing potions and a fair amount of
cash, then get ready to open the two doors that are in the first room.
Behind these doors are more Bugbears - one behind each door. I stay out
in the main room and let them come to me.
This dungeon is done - I return to town, sell off the rest of the junk
I collected, and rest at the Inn. Oh... and I level up here as well
(before resting, of course).
LEVELING DETAIL
o--------------o
K'aos bumps his Sorcerer level, and adds a point of Strength. Skill
points go into the regular areas (Bluff, Diplomacy, etc), as well as a
point or two to Concentration. He adds Ray of Frost to his known spells.
Chaorl goes to Barbarian level 4 and bumps up his Strength, along with
his normal skills progression.
Ilana becomes a 4th level Cleric, and adds a Strength point; skill
points go to Concentration and Heal.
Quala adds a level to Sorceress, adds a point to Charisma, and takes
Concentration and Spellcraft for her new skills. She adds Ray of Frost
to her spells.
Xenth goes up to Sorcerer level 4 and adds a Constitution point, as well
as points to Concentration, Spellcraft, and Use Magic Device. He takes
Web as his new second level spell.
<---------------------------------------------------------------------->
19) There are a few other quests that may or may not be available in
Hommlet, depending on your party alignment and other factors. If you
really want to be a completionist and get them all, have at it; me, I'm
heading for the city of Nulb, and the next chapter.
o======================================================================o
| |
| CHAPTER TWO |
| |
o======================================================================o
Arrival in Nulb {WLK028}
o======================================================================o
1) As there was in Hommlet, there are several mini-quests here; this is
really just another chance to get some minor experience and pick up some
new NPC characters. Note that many of these quests are inter-related, so
you will be doing more than one at a time (having to complete one in the
middle of another, that kind of thing). In this chapter, I will get rid
of Furnok, and kill off that bitch Fruella (the only way to get her out
of the party is for her to die); I will then add Otis and Burne in their
places.
First things first though - we need a place to stay while we're here.
Head for the large octagonal platform that is the center of the city...
<---------------------------------------------------------------------->
2) To the north (#8) is a man by the name of Preston Wetz; when you try
to talk to him, he will bitch at you. Jeez - what a grouch. However,
Diplomacy will allow you to find out that the poor guy simply has a bad
toothache, and cannot afford to see a dentist. To help him out, you need
to visit the old gypsy woman named Mona and get her to pay up what she
owes him. Doesn't sound too difficult...
<---------------------------------------------------------------------->
3) Mona is southeast of the main platform, then northwest (#4). Here is
the first instance where you will be doing a few quests at the same
time; three to be exact. In order to help Preston (Preston Wetz’s Tooth
of Pain quest), you need to complete Mona's quests (Mona's Crystal Ball
and Gypsy Road).
Talk to Mona (Gypsy Woman) and convince her that you are not a thief.
She will tell you a story about how someone stole her crystal ball (the
Crystal of Sah); you should offer to help her get it back. To do this,
we need to find Mickey.
<---------------------------------------------------------------------->
4) Mickey only comes out at night, so head for his location (#2) and
pass some time; eventually he will show up (Braumeister's Apprentice).
Confront him about stealing the orb, and he will offer to sell it back
for 500gp; use Intimidate and threaten him, and he will simply hand it
over to you. Return to Mona and give her the orb to get your reward.
***REWARD***
EXP 105
<---------------------------------------------------------------------->
5) So far so good; let's finish up with Mona once and for all. Behind
Mona you will find Serena (Young Gypsy Woman); talk to her to find out
that she is being held as a slave for some debts that Mona paid on her
behalf. Offer to speak to Mona about it, and free her from bondage.
Talk to Mona again and offer her the 500gp for Serena's freedom (yes,
this is one time when I will cough up the cash). She will accept the
offering, and Serena will be free; give her the news for a reward.
***REWARD***
EXP 70
<---------------------------------------------------------------------->
6) Talk to Mona one more time and have her read your fortune. She will
go on with some nonsense that we wll know anyway (you're going to visit
the Temple - duh...), and then ask you about what kind of adventure you
are looking for. The answer you give will have an impact on some events
in the future, although I don't know what all those options may lead to.
Because I'm a greedy bastard, I always choose option #3 ("Gold and more
gold"); this opens up an opportunity to get 100pp by rescuing some
merchants when we get to the temple. Option #4 will put Ted, Ed, and Ed
into the dungeon for you to find (and recruit, although it's really a
waste). The other options will undoubtedly lead to other things, but as
I have not played those out and compared results, I cannot say what.
<---------------------------------------------------------------------->
7) Now that Mona is back on her feet, she can pay Preston back. Let's go
check up on him and make sure she did that. He is right where we left
him (#8), and sure enough, she paid him back. Woohoo - more experience!
***REWARD***
EXP 70
<---------------------------------------------------------------------->
8) Now that he's in a better mood, you can ask him about a house he has
for sale (#9). With a high Diplomacy skill you can talk his price down
to 500gp; we now have a place to stay while we're here, and still more
experience points.
Not bad - eight steps, three quests complete. Sure, we're down a fair
amount of cash, but having a safe place to rest is worth it in the long
run. Not to mention the experience points we gained (Hey...! I said not
to mention that!)
***REWARD***
EXP 70
o======================================================================o
| |
| The Waterside Hostel |
| |
o======================================================================o
Just like the last section, we will be completing a couple of quests at
the same time in this one; our reasons this time are different, however.
In the previous section we needed to do all those things to accomplish
a single goal - acquire a place to stay. This time, we want to complete
everything that can be done in the Waterside Hostel in a single trip to
avoid having to enter the place more than once.
The Waterside Hostel (#3) {WLK029}
o======================================================================o
1) Head back down past where we found Mickey, and continue around to
the entrance to the Waterside Hostel. When you enter, a serving wench
named Dala will approach and attempt to pick your pocket. Her target
will be whichever character caused the transition thru the door, so use
a character with a high Spot skill; this action will happen every time
you enter the Hostel (even from upstairs to downstairs within the main
building), so always use your highest spot-skilled party member to make
the transition. If the character successfully spots the pickpocket
attempt (it doesn't matter whether the attempt was successful or not),
then the following steps apply; if the spot check fails, then skip to
step 3 (or continue trying until you manage to spot the theft).
<---------------------------------------------------------------------->
2) Accuse Dala of stealing from you, and the Barkeep will intercede on
Dala's behalf. At this point, depending on your skills, you can either
use Diplomacy or Intimidate to resolve the situation. The first will
open up a quest in the Earth Temple; the second will get you a round of
free drinks. I prefer the first, for what should be obvious reasons.
You can also beg for your life, if that's the only choice presented,
which will prevent a large fight, but gain you nothing. Me? I prefer the
fight, so I accuse Dala and kill everyone that goes hostile. Note that
this option will eliminate the chance to do the Triple Cross mini-quest,
but the experience for killing them is far greater than the experience
for completing the quest. If you did like I did and killed everyone,
then skip to step 4.
<---------------------------------------------------------------------->
3) This step is included based on information from Jagged Jim's guide;
I normally do not play this out. You must have the correct combination
of Charisma, Diplomacy, and possibly other skills to have this play out,
so it's very possible that you will not be able to complete this quest.
Talk to Wat (Barkeep) with a high Diplomacy character and get him to
refer you to the Earth Temple quest, then talk to Rentsch (Hostler) and
get the Fire Temple quest. Once you have both quests, talk to Rentsch
again and tell him that Wat is a temple spy; then talk to Wat and tell
him that Rentsch works for the Hommlet Council. Return to Rentsch and
say that Wat knows he's a spy, and finally talk to Wat one more time and
inform him that Rentsch knows he works for the temple. You will get some
experience for all this, but I don't know how much - I suspect it's a
very small amount compared to the 400+ per character you get for killing
them. The quests you'll "miss" are not all that important, so it's not
like you're really losing anything.
<---------------------------------------------------------------------->
4) Again, this step is dependent on having the correct combination of
ability and skill scores, so it may not work out for you. This is also
included based on information from Jagged Jim's guide.
Talk to Pearl (Serving Wench) and flirt with her a bit; she will tell
you that she won't cheat on Wat (apparently her boyfriend); use Sense
Motive to get her to admit that she suspects him of cheating with Alira
(the other serving wench). When you talk to Alira, she will admit that
she is having an affair with Wat; tell Pearl, and get some experience.
I have never had this play out (I'm missing some combination of skills,
I guess), so I can't say how much the reward is. Instead, I simply kill
her and loot her corpse for a map to the temple, along with a bunch of
mundane gear. One way or another, we're done with this shithole.
o======================================================================o
| |
| Recruiting Otis |
| |
o======================================================================o
Blacksmith Shoppe (#7) {WLK030}
o======================================================================o
1) On your way to Otis' Blacksmith Shoppe, you will run into Sammy (#6)
who will, for a price, tell you where Otis hides his treasure. I usually
just skip this, as I already know where the loot is stashed, but if you
want to part with some of your hard earned gold, feel free to pay him.
<---------------------------------------------------------------------->
2) I get rid of Furnol here so I have room to recruit Otis, then proceed
to Otis' shop. He and Elmo will have a quick reunion (they're brothers),
then you will be able to get on with this. Before you do anything else,
take the opportunity to sell off the crap you got from killing off the
people in the hostel, then proceed.
<---------------------------------------------------------------------->
3) Check the anvil to find the stash of goodies that Otis has hidden,
but DO NOT take anything (yet). Talk to him and have him join the party,
then reopen the anvil and take what's left - note that you will miss out
on a couple of items this way, but I'd rather have a fully outfitted
Otis than simply take his stuff.
It is possible to get Otis' gear and still recruit him, but I've had
this backfire on me nearly every time. A sneaking Rogue can take his
stuff without getting caught, but as soon as Otis sees that it's gone,
he will attack (and Elmo will join him). Again, I'd rather have Otis
than his gear, so I don't bother.
Now that we have a high-level fighter with us, it's time to put him to
good use. Head for the docks...
o======================================================================o
| |
| Grud Squinteyes |
| |
o======================================================================o
The Docks (#11) {WLK031}
o======================================================================o
1) Talk to the first pirate up here; this is Grud Squinteyes, and he has
a proposition for you. He wants you to go to a place called Imeryds Run
and kill a giant Gar. Accept this challenge, and he will mark the spot
on your map; make sure you are fully rested, and then go there...
<---------------------------------------------------------------------->
2) You arrive standing in the water, being attacked by a Giant Frog. But
it couldn't be that easy, could it? Almost immediately he will be joined
by the King Frog, and several Lizard Men from the west. And to make the
whole thing interesting, they enemy party also has a Sea Hag with them.
This is a nasty fight, and may take several tries to win.
How you approach this will depend largely on the order of combat for the
various party members. As the options present themselves, here is what I
do - Quala and Xenth move to the south, next to the large rock, and use
missile fire and magic to keep the Lizard Men busy. Ilana starts out by
casting Bless over the party, then runs around casting healing spells
(either from memory or from scrolls, as needs dictate). The rest of the
party kills the first frog quickly, then focuses on the Behemoth King
Frog until the Lizard Men and Sea Hag get into range; then they attack
the Hag and stay on her with everything they've got until she's dead.
(Otis' Power Attack skill comes in real handy here, as does a potion of
Bull's Strength for K'aos). Once the Hag is gone, finish mopping up the
Lizard Men and the King Frog (if he's still around). If all goes well,
you can win this and still be able to heal up without resting so you can
go after the real target of this quest - the Gar.
The Behemoth King Frog drops a ton of nice gear - Purple Elven Chain
armor (this goes to K'aos), Gloves of Dexterity +2 (to Quala), a Ring
of Protection +1 (Xenth), a Longbow +1 (also Xenth), and a Longsword +2
(which goes to K'aos). This is a nice haul, indeed!
<---------------------------------------------------------------------->
3) You will find the Gar to the northeast, and it dies pretty easily.
Make sure to grab the body to take back to Grud, and then exit the area.
Return to Nulb and talk to Grud again for your reward. After getting
"paid", I head to my house and rest up before doing the next quest.
***REWARD***
EXP 70
o======================================================================o
| |
| Mother Screng |
| |
o======================================================================o
Mother Screng's Herb Shoppe (#5) {WLK032}
o======================================================================o
1) I only include this here in case you want/need to purchase healing
potions and scrolls, and so you'll have talked to her once in case you
want to recruit her later. I usually do not, although I have to admit
that having a 9th level Cleric in the party could be a good thing.
<---------------------------------------------------------------------->
2) On the second floor, you will find Hruda. My god, what a bitch this
girl is! Again, there's nothing to do with her for now, but if/when you
elect to recruit her, now you know where she can be found.
When you're done getting your potions, etc, exit and head back around
and up to the Boatman's Tavern.
o======================================================================o
| |
| The Boatman's Tavern |
| |
o======================================================================o
Again, we will complete a couple of quests here; I generally skip one
of them (recruiting Bertram).
The Boatman's Tavern (#12) {WLK033}
o======================================================================o
1) Head northeast to the Boatman's Tavern; along the way you will have
the opportunity to talk to Bertram (#10). You can either talk to him
here with a male character, or wait and talk to him on the tavern with
a female - the result is the same. Even if you don't plan to recruit
Bertram, you should still talk to him so that you can do the next
mini-quest. Enter the tavern...
The bartender has a few nice items for sale, as does Lodriss (but you
most likely can't afford her stuff yet). Sell/buy what you want, then
get ready for a fist-fight.
<---------------------------------------------------------------------->
2) Talk to Tolub (he's one of the pirates off to the left) and agree to
fight him. You'll want to do this with a character possessing a high
Strength score, and a lot of hit points, as he will take a lot of damage
before he loses. I use the same tactic as the Drinking Contest - Chaorl
in a Barbarian Rage. And, as with the Drinking Contest, this is all
non-lethal damage, so no real harm.
Beat him, and you can either ask for Bertram's freedom (and thereby get
the chance to recruit him), or get 100gp. I have no intention of having
that worthless turd in my party, so I take the cash. Oh, and you get a
nice experience reward for winning, no matter what you do about Bertram.
***REWARD***
EXP 420
<---------------------------------------------------------------------->
3) Talk to Skole (the bartender) and find out that he doesn't really
own the tavern, and that he will reward you for killing Lodriss. He will
offer you a violet gem that he claims is worth 500gp; with a bit of
negotiation he will up the ante by adding a Shield +2. Go and talk to
Lodriss and either start the fight (dialog option), or rat out Skole
to get 600gp.
If you're Good-aligned, you should probably help out Lodriss and turn
in Skole; if you're Evil, then killing Lodriss is the more obvious path.
The next step takes the evil path; the one after is for good.
<---------------------------------------------------------------------->
4) If you choose to go thru with the assassination, it will turn all the
pirates and other patrons hostile (except for Skole and his goon). This
is an easy fight to win (Tolub actually dies easier than he loses in a
fist fight). This options gets 450+ experience points per character plus
all the loot that Lodriss and the pirates drop. This ends the activity
here for evil parties; skip to step 7.
<---------------------------------------------------------------------->
5) If you decide to be good and rat out Skole, show the gem to Lodriss
to prove that you're telling her the truth, and get some experience.
***REWARD***
EXP 260
<---------------------------------------------------------------------->
6) Talk to Skole again and let him know that you ratted him out. He and
his goon will turn hostile and you'll get to kill them. This fight is
only slightly more difficult than the evil route, mainly because you
start out in a bad location (behind the bar with Skole). Everyone in the
tavern goes hostile (except Lodriss) but, as with the evil route, the
fight is easily winnable with a little forethought. This route also gets
you more than 450xp.
<---------------------------------------------------------------------->
7) Now here's the thing about this mini-quest... No matter which way you
chose to complete the quest, all the pirates in Nulb will attack you on
sight. This is not a big deal really, but it's good to be prepared. You
can now exit the tavern and go around town killing anyone that tries to
attack you. When you're done and all is again quiet, it's time to leave.
o======================================================================o
| |
| Final Party Recruiting |
| |
o======================================================================o
At this point, I am done with Nulb; I will not be returning here ever
again. However, it is not yet time to take on the temple, as I want to
recruit Burne before heading in there. In order to do that though, I do
need to at least enter the temple once; there's also a little matter of
a Hill Giant and his pet bear back in Emridy Meadows. I intend to kill
two birds with one stone (literally), and then head to the temple.
The Temple of Elemental Evil {WLK034}
o======================================================================o
1) First things first - in order to recruit Burne we need to visit the
temple at least once. Head there now, and enter thru the door around the
left side of the building. Once you're in here, leave again right away.
We've now completed the 'visit the temple at least once' requirement to
recruit Burne. Note that if you return to Nulb after this, Otis will
leave; however, if you plan to recruit Mother Screng now is the time to
do so (return to Nulb, re-recruit Otis, and recruit Mother Screng). If
you're following along with me, then head for Emridy Meadows.
Emridy Meadows
o======================================================================o
2) Now we're going to deal with the Hill Giant - I send Fruella south
from the starting point (alone), and have her initiate combat. This gets
her killed, but does manage to deal some minor damage to the giant. Once
she's dead (and therefore out of the party - the only way to accomplish
this), send the rest of the party south to finish the task. A Web spell
will immobilize the bear and maybe, if you're real lucky, the giant too.
You can forget about the bear until after the giant is dead; if you got
lucky and he's webbed, simply pepper the giant with missile fire and
magic; if not, then chop him to bits in melee.
<---------------------------------------------------------------------->
3) When all is again quiet, make sure to loot the giant's corpse, and
look around on the ground for some other goodies. I assume this is all
crap that was dropped by other adventurers who tried this, even though
we never got to meet them, or even know they existed. Grab everything
you can find.
<---------------------------------------------------------------------->
4) It's time to drop Furella (click the question mark on her avatar),
even though it means losing the miscellaneous stuff she was carrying.
It's important to note that you can move money from NPC characters, but
not other gear, so make sure to grab her cash before you disband her.
Once you have made room for another NPC, head for Hommlet.
Hommlet
o======================================================================o
5) I hit the blacksmyth first (#7) and sell off all the stuff I have
collected along the way; he really has little or nothing that I want or
need to buy, except for some arrows. Now it's time to fill that empty
character slot - head over to Burne's Tower (#28)
<---------------------------------------------------------------------->
6) If you want/need scrolls or other magic stuff, buy it before you go
thru the recruiting options, then ask Burne to join you. He will gladly
do so for the small price of EVERY MAGIC SCROLL YOU FIND! This is why I
choose to create Sorcerers, because I don't want or need the scrolls.
Now that we have the whole party assembled for the rest of the game (at
least the way I play it), we can rest up at the Inn and get ready to
head for the Temple. At this point I am just a few experience points
away from a new level, so I head back to Emridy Meadows and rest a time
or two to generate some skeletons; I repeat this process until I can
gain another level (only about 400 xp per character).
o======================================================================o
| |
| End of Chapter 2 Stats |
| {STATS1} |
o======================================================================o
Well, here we are ready to head for the temple itself and start doing
the things we came here to do. This is the end of what I am calling
Chapter 2, and this is the party makeup and their stats.
<---------------------------------------------------------------------->
K'aos Reynes
Male, Human, Chaotic Good
Ranger/Sorcerer, Level 2/3
HP: 31
AC: 21
STR: 18 (+4)
DEX: 15 (+2)
CON: 16 (+3)
INT: 16 (+3)
WIS: 12 (+1)
CHA: 15 (+2)
K'aos will continue to alternate classes two at a time; next will be two
levels in Ranger, then two in Sorcerer, etc. His next ability point will
go to Dexterity (for the Armor Class bonus), then Strength.
<---------------------------------------------------------------------->
Chaorl
Male, Half-Orc, Chaotic Good
Barbarian, Level 5
HP: 58
AC: 23
STR: 20 (+5)
DEX: 12 (+1)
CON: 17 (+3)
INT: 15 (+2)
WIS: 10 (+0)
CHA: 12 (+1)
Chaorl will continue as a single-class Barbarian; he'll add an ability
point to Constitution, then Strength.
<---------------------------------------------------------------------->
Ilana
Female, Half-Elf, Chaotic Good
Cleric, Level 5
HP: 32
AC: 22
STR: 18 (+4)
DEX: 16 (+3)
CON: 16 (+3)
INT: 11 (+0)
WIS: 18 (+4)
CHA: 13 (+1)
Ilana will also stay single-classed, and will bump her Wisdom at every
opportunity.
<---------------------------------------------------------------------->
Quala Thornbrecker
Female, Halfling, Chaotic Good
Rogue/Sorcerer, Level 3/2
HP: 16
AC: 20
STR: 15 (+2)
DEX: 22 (+6)
CON: 11 (+0)
INT: 15 (+2)
WIS: 13 (+1)
CHA: 14 (+2)
Quala will do the same progression as K'aos - next will be two Sorcerer
levels, then two Rogue, etc. Her ability points will go next to build
her Constitution (for the hit points), then Dexterity as high as we can
get it to go.
<---------------------------------------------------------------------->
Xenth
Male, Elf, Chaotic Good
Sorcerer, Level 5
HP: 28
AC: 21
STR: 13 (+1)
DEX: 18 (+4)
CON: 15 (+2)
INT: 16 (+3)
WIS: 11 (+0)
CHA: 18 (+4)
Xenth will continue to progress as a Sorcerer, and will add first to his
Constitution, then Strength, and finally (if we get the chance), to his
Charisma.
<---------------------------------------------------------------------->
Elmo, Otis, and Burne round out the party, and while having another high
level Cleric (Mother Screng) would be nice, I would rather have the
offensive capabilities.
Not that it really matters much, because we do not get the chance to
make any choices that will affect it, but here are the stats for the
rest of the party...
<---------------------------------------------------------------------->
Elmo
Male, Human, Chaotic Good
Fighter, Level 6
HP: 49
AC: 22
STR: 18
DEX: 16
CON: 17
INT: 15
WIS: 16
CHA: 11
<---------------------------------------------------------------------->
Otis
Male, Human, Neutral Good
Fighter, Level 10
HP: 103
AC: 21
STR: 18
DEX: 17
CON: 18
INT: 15
WIS: 15
CHA: 13
<---------------------------------------------------------------------->
Burne
Male, Human, Lawful Good
Wizard, Level 8
HP: 38
AC: 12
STR: 15
DEX: 10
CON: 15
INT: 17
WIS: 11
CHA: 12
o======================================================================o
| |
| CHAPTER THREE |
| |
o======================================================================o
Temple Exterior Areas {WLK035}
o======================================================================o
1) Before we go into the temple itself, we're going to do some exploring
around the outside of the temple. The road southeast will end in an area
transition (door icon), but there's nothing here unless you rest (this
will likely cause enemies to appear). I simply ignore this path and go
northeast, where there is something of interest.
<---------------------------------------------------------------------->
2) Exit at the indicated spot to arrive at the eastern side of the
temple. Follow the path northwest until you come to a guarded door. The
guard is a pussy, and you can threaten him if you want, but in the end
he's really just here for window-dressing. I kill him, just because it's
so unbelievably easy to do so... When he's dead, save and enter the
building.
<---------------------------------------------------------------------->
3) I guess I should have warned you ahead of time - this is a BIG fight!
There are 12-14 Brigand Archers, a Brigand Leader, a couple Witches, and
god knows what else in here. A couple of Web spells, Sleep, and a big
ol' Fireball or two can really make a difference here, but in the end
it's melee that will finish things off. As with all battles in the game,
a lot of your success will depend on your position in the area, and the
order of combat.
When all is dead and the area is quiet, you will find that you've gained
a buttload of experience points per main character for killing these
assholes. Not bad, and we haven't even started collecting loot yet.
***REWARD***
EXP 1369
<---------------------------------------------------------------------->
4) Now for some looting - it's difficult at best to determine which of
the bodies has which of the items, so I'm just going to list the ones
that are worth searching for. For the most part, I simply ignore things
like gloves, boots and headgear from this point forward; there's just
too much to carry around, and it's not worth enough to make it worth
collecting and selling.
***TRAPS***
Brigand Leader's chest in the northern room
***ITEMS***
Bolts +1
Shield +2
Longsword +1
Tower Brigand Leader's Key(*1)
</pre><pre id="faqspan-6">
*1 This key opens the chest in the far northern room in this area.
<---------------------------------------------------------------------->
5) I make a trip back to Hommlet, unload, then return. If you're into
grinding for experience, this side building is an awesome place to do
it; enemies will spawn 80+% of the times you rest here. Also, if you're
so inclined, you can grab the rest of the mundane gear that's laying
around and return it to Hommlet, although there's really nothing left
to spend all that money on any more.
<---------------------------------------------------------------------->
6) When you're done farting around in the side building, exit to the
front of the main area and enter the temple proper (again, thru the
door off to the left side, where we entered and exited before).
o======================================================================o
| |
| Temple First Floor / Dungeon Level 1 |
| |
o======================================================================o
Temple First Floor {WLK036}
o======================================================================o
1) This level is empty, and you can move around freely without fear of
being attacked. Of course if you rest in here, you will almost certainly
have to fight something, and it can be a good place to grind. Otherwise
the only thing that's important to note about this level are the four
chests that can be found at the four corners of the floor. Each chest
contains robes associated with one of the elemental temples (Earth, Air,
Fire, and Water). I strongly suggest you grab one of each for each party
member, as wearing them will allow you to move freely and unmolested in
the corresponding temple; at least the temple-followers won't attck you.
Other, non-aligned enemies will attack no matter what you're wearing.
<---------------------------------------------------------------------->
2) Right smack in the middle of this level is a staircase leading down
to the Air Temple, but you can't get back up that way so it's not the
best way to go. I suggest picking either of the stairs on the eastern
side of the level - one to the north by the chest, and one to the south.
It really doesn't matter which of these you use. The first dungeon level
is the home of the Earth Temple, so put on the Earth Temple Robes and
head down the stairs (I use the southern staircase)...
Dungeon Level One
o======================================================================o
3) Directions from here on out are going to be a bit difficult to give,
and so to follow. This level, in particular, is a pain to navigate, so
pay close attention and try to follow along. If you get turned around,
you can either return to where you entered and start again, or continue
forward on your own. In general, we will explore the level in a counter-
clockwise direction.
Head northeast and u-turn to the right; head southwest to run into a
group of several Gnolls. These guys are shit opponents; the only thing
that makes this fight at all interesting is that you will have limited
space to maneuver, and so can only get 2-3 fighter-types into the fray.
<---------------------------------------------------------------------->
4) Loot the dead gnolls for some cash, and check the northern of the
three barrels in the room they were guarding for some mundane gear. The
other two barrels are empty. The silver arrows would seem to indicate
that we may run into enemies that require silver to kill - I'm thinking
werewolves, or similar.
***ITEMS***
Longbow, Heavy Crossbow, Greatsword,
Arrows x20, Silver Arrows x40, Bolts x40
<---------------------------------------------------------------------->
5) At the other end of this northeast hallway is an Ogre; he's a bit
harder to kill than the Gnolls, but still not noteworthy in any real
way. Slaughter him, loot his corpse, and check the barrels in here for
some more mundane loot. Okay... so the Spear +1 isn't exactly mundane,
but in the grand scheme of things it isn't all that great either.
***ITEMS***
Guisarme, Glaive, Shortspear, Spear +1,
Silver Arrows x40, Bolts x20
<---------------------------------------------------------------------->
6) Head back to the passage northwest (where we made the u-turn), and
go northeast (this is essentially straight ahead from where we entered).
Continue northeaast until you come to another passage to the east - you
can ignore everything else for now. This leads to a parallel passage
similar to the one where we just found the Gnolls and the Ogre. And, in
the same way we did down there, we will do likewise up here.
<---------------------------------------------------------------------->
7) To the southwest are Ghouls, and a single Fireball will wipe them
out in one shot. Depending on where your high-level mage comes in the
combat lineup, you may even get to fight one or two in melee, but in the
end it's magic that finishes them off. They drop nothing, although the
barrel in this room has some weapons.
***ITEMS***
Masterwork Maul, Masterwork Warhammer,
Masterwork Glaive, Masterwork Ranseur
<---------------------------------------------------------------------->
8) The final room, to the northeast, contains a Gelatinous Cube, and
these can be tricky. Hitting one in melee will cause it to split into
two cubes; this can quickly end up being a huge fight against a whole
ton of gelatinous enemies. Instead, I cook the thing with a Fireball,
and hit it with Magic Missiles. You may also be attacked by a Gray Ooze
in the hallway, however it won't split so you can hack it to death.
Another barrel; another cache of weapons...
***ITEMS***
Guisarme, Glaive, Shortspear, Spear +1,
Silver Arrows x40, Bolts x20
<---------------------------------------------------------------------->
9) Back to the passage split, and northeast to find the stairs up (this
is the northern staircase in the main level). I take the opportunity to
rest for eight hours to regain my spells, then move on.
Take the first passage northwest a short way to find another northeast
hallway; this leads to a room full of Harpies. Kill them and move to the
northeastern end of this room. Up here are two doors - one large door
that continues northwest, and another one on the southwest wall. Let's
do the normal door to the southwest first.
<---------------------------------------------------------------------->
10) In this small room are a couple of Ghasts, who are really no threat
at all. To the northwest, in the next anteroom, is another door; this
leads to the same place as the large door from the main room - straight
into a room full of Ghouls. Approach this from whichever door you like;
it really makes little difference. The door off the main room will put
you in a slightly better position, but in the end it doesn't matter all
that much. Kill them, and head back down to the main passage again.
<---------------------------------------------------------------------->
11) Continue northwest up the main hallway to a spot where it splits;
one hall goes north, the other continues northwest. I'm going north, to
keep in line with the general counter-clockwise theme. I intend to hit
all the outer stuff first, then move in and complete the inner rooms of
the level.
Here there be Stirges - basically large birds that don't hit for much
damage, and die with one or two hits. There's nothing of interest in
here once they're dead, so head back to the last split and continue to
the northwest.
<---------------------------------------------------------------------->
12) Another split, where the passage dog-legs to the right, or heads
southwest; dog-leg it is... The passage ends at a room with a bunch of
Earth Temple Bugbears, but since we're wearing the Earth Temple Robes,
they simply ignore us. Too bad for them...
From the hallway, before I actually enter the room, I cast a Web into
the room to hold them in place, then a Fireball to dethreatenize them
(yes, it's a word - get over it). Whatever is left dies in melee. As
it turned out, the Web kept them all immobile, and I killed all but one
with missile fire and magic. Nice... They drop some arrows, a couple of
shields, and a healing potion or two.
<---------------------------------------------------------------------->
13) To the southwest off this room is another NW/SE passage; in keeping
with the counter-clockwise exploration methodology, I go northwest.
Almost immediately there is another hallway going northeast, and I don't
even hesitate to go up it to find... another split. Aaarrgh... Okay, I
guess it's east first, then the northeastern one.
This path leads to a small anteroom bathed in an odd blue-green light.
There is an open doorway to the southeast off here, and I suspect there
will be enemies here. I send Chaorl forward to see what lies ahead, and
find... an empty room. Well crap... Back to the last split and northeast
to whatever lies beyond.
<---------------------------------------------------------------------->
14) At the end of this hallway is a door to the north that opens into a
room with more Ghouls. Well fine then, let's kill them. All melee and
a small amount of normal missile fire resolves this easily, and I end up
using no spells at all. Good thing, because resting on this level is a
bit more difficult than elsewhere. Back toward the main hallway, but
turn northwest just before reaching it, into a small antechamber.
<---------------------------------------------------------------------->
15) Thru the door to the northwest are a bunch of Black Widow Spiders,
and these guys will sort of show up in the midst of the party. Equipping
all melee weapons is recommended for this fight, because inevitably one
or more will pop up right next to your weaker characters. This is not a
dangerous fight, although the spiders can poison you.
There is nothing else in this room, so head northeast, and turn to the
northwest where the passage does to find a small triangular room with
absolutely nothing in it. Poop...
<---------------------------------------------------------------------->
16) Back out to the last main NW/SE corridor, and head northwest until
it u-turns to the left and goes south. The path ends, and opens into a
cave-like cavern (a cave in the middle of a building? Really? Whatever.)
In here are more Earth Temple denizons, and we can deal with them the
same way we did the Bugbears - Web, Fireball, death... There are several
Earth Temple Guards here, but the thing you need to really watch out for
are the Medium Earth Elementals. They're badasses, and they know it.
However, if you get lucky and they get caught in the web, you can magic
missile them to death, while your non-spellcasting archers deal with the
guards.
The elementals simply disappear when they die, but the guards can be
looted for some armor and weapons. The real treasure lies in the four
chests that surround the pyramid altar.
***ITEMS***
(east chest) Morningstar x2
(north chest) Studded Leather Armor, 97pp
(west chest) Potion:Reduce Person, 384gp
(south chest) Ring:Protection +1, Potion:Keoughtom's Ointment,
Wand:Hold Person
<---------------------------------------------------------------------->
17) In the southeast end of the cavern is a magically held door that we
cannot open, so I guess we go northwest and into the hallway to the
southwest. The passage turns immediately to the southeast, and appears
to mirror the areas we just completed on the northern sections of the
map. So be it - we can do this...
About halfway down this main hallway is a passage to the southwest; this
in turn splits to allow you to ge northwest, continue south west, or
open a door to the southeast. Let's see what's behind door #1, shall we?
Earth Temple Bugbears - no big deal. Kill them; they each drop a potion
of healing, if you can make them dead before they decide to use them.
To the north and west is a Dire Rat... woopee!
<---------------------------------------------------------------------->
18) So... I guess we follow the passage southwest. Another couple of
Bugbears to eliminate, and we find ourselves in a chamber with four
doors; this appears to be a prison of some sort.
From left to right, door #1 reveals Zombies. Well alrighty then... After
you've taken out the Zombies, there's a chest to loot. Who the hell is
this Wonnilon, you ask? Don't fret, my friend, you'll find out soon
enough...
Behind door #2 is Wonnilon (Gnome Prisoner). Talk to him with whoever is
wearing the Gnome Ring and follow the least offensive dialog path. You
can return his stuff, or at least what you've found so far, and be asked
to help find the rest of his gear. No problem little guy, no problem...
Door #3 - more Zombies, but no chest to loot this time.
Finally, door #4... Yep, you guessed it - Zombies, and no chest.
***ITEMS***
(chest 1) Wonnilon's Leather Armor, Wonnilon's Backpack,
Wonnilon's Dagger +2
<---------------------------------------------------------------------->
19) The party is getting a bit overburdened at this point, so I think
it's time to find our way back out. Now we could retrace our steps all
the way back around to the north, but that would just be silly. A quick
look at the map reveals that we should be able to get to the entrance
by going generally south and east. And, as luck would have it, that's
where the passage leads... Our joy is short-lived, however, as it turns
northwest again almost immediately. At the end of this passage, to the
northeast, is a staircase. Do NOT go down here yet - we need to head
back up so we can travel to Hommlet and sell stuff; these stairs go
down. Remember where they are though, as this will be our path to the
next level.
<---------------------------------------------------------------------->
20) Back to the hallway just southeast of the prison, and the passage
splits again - north, east, and a door to the south. I like doors; let's
open it and see what happens...
In here is a man by the name of Turnkey, and talking to him will give
you the chance to demand the release of the prisoner(s). Alternately,
you can just attack. Kill Turnkey and his Bugbear flunky, and talk to
the prisoners in the southern cell. To the east is another cell with
two Orc prisoners - Tuelk and Pintark. If you are in need of a couple
of crappy fighter-types, they will join; I simply set them free and
continue heading for the exit.
<---------------------------------------------------------------------->
21) Head due east from the door into Turnkey's room, and ignore all the
passages that split off in several directions; we'll come back this way
and explore all these passages after we have room to carry more loot.
Continue generally southeast until you come to the first hallway where
the stairs up are located, and... well... go up. Exit the temple and
go to Hommlet (remember that going to Nulb will cause Otis to leave the
party, unless of course you want to get rid of him). I pay a visit to
the Blacksmyth's shop and sell off all the excess crap I've accumulated,
then hit the Inn and rest fully before returning to the dungeon. The
next step assume you did the same, and are at foot of the staircase on
Dungeon Level 1. By the way, from here on out the only loot I grab are
missiles, money, and magic items - everything else stays on the corpse
or in the container.
<---------------------------------------------------------------------->
22) This time we'll do the router clockwise, and explore all those rooms
and passages we ignored on the way back to the stairs. Head northwest,
then southwest into a small hallway with two doors. Start with the door
to the east - this room contains a few prisoners (including Ted, Ed, and
Ed, if you chose the 'seeking humor' option with Mona back in Nulb).
Morgan, the pirate prisoner, will join you if you want, but you would
have to be completely out of companions to actually think he was worth
taking along.
<---------------------------------------------------------------------->
23) Now, what about that other door...? Oh... it opens into a large room
with Ghouls - no biggie, we'll just kill them. Loot the chest in this
room for a couple of nice items, then get ready to open the door to the
northwest of the room.
***ITEMS***
(chest) Potion:Shocking Grasp, Potion:Protection from Undead
<---------------------------------------------------------------------->
24) This room as several Goblins, and an Ogre - none of these are really
any real threat any more, but we'll kill them anyway. I Web the Ogre in
place, and then let loose a Fireball, just because I can. This kills all
the enemies at once - almost instantly - and gets me enough experience
to level up the party. I love leveling up...
LEVELING DETAIL
o--------------o
K'aos adds a Ranger level, and puts Skill points into the regular areas
(Bluff, Diplomacy, etc), as well as another point to Concentration. He
takes Combat Casting for his Feat.
Chaorl goes to Barbarian level 6 and takes the Combat Reflexes Feat,
along with his normal skills progression.
Ilana becomes a 6th level Cleric, and adds the Spell Penetration Feat;
skill points go, as always, to Concentration and Heal.
Quala adds a level to Sorceress and adds two points to Concentration, as
well as one each to Search and Open Lock; Rapid Reload is her new Feat.
She adds Magic Missile to her known spells.
Xenth goes up to Sorcerer level 6 and adds points to Concentration,
Spellcraft, and Use Magic Device; for his Feat, he selects Combat
Casting. He takes Fireball for his third level spell.
<---------------------------------------------------------------------->
25) Northwest, then east into a room with a large snake; this is just
too easy. The door from here leads back out into the main hallway. From
here, head southeast to the multi-way split, and go due north. Another
multi-way split, with a door to the north. Well that's just too tempting
not to open, so... open it. Aah! Bugbears! LOL! One of the Bugbears is
a bit trickier than normal though, and he will run away thru the door to
the north; he will show up in the hallway behind the party, and attack
your archers (if you did like I did and left them back there). Bastard!
Even with his stealthy tactics though, he is no match for the party,
and I send Chaorl out to teach him some manners. Head west out of the
room and then northwest up the next hallway.
<---------------------------------------------------------------------->
26) A slight jog to the east, and we're back in the main hallway; head
southeast, then due east, to the next split. Another magically held door
(although for some reason I was able to send a couple characters thru)
with nothing on the other side; continue north to where the hall turns
northwest. Just before the passage northeast is a small opening into a
room with a couple of priests and a few Bugbears. Pay the priests some
special attention, or they'll make life magically miserable for you.
Kill everything, and loot the bodies; the High Priest has a couple very
nice items, including a Light Mace +1. Make sure to grab the Diary and
the Key from him.
The chest in here is trapped, but it's fairly easy to disarm. The key
will unlock it, and you can grab what's inside.
***TRAPS***
Chest
***ITEMS***
(chest) Romag's Diary(*1), Potion:Haste, Scroll:Prayer,
Scroll:Animate Dead, Tribal Necklace x6, 115gp, 177sp
*1 Use this tome to get some useful intel on various places within the
temple, as well as some information about the Chief Cleric.
<---------------------------------------------------------------------->
27) Thru the door to the southeast from the priest room is a large room
chock full of Earth Temple baddies. Since we're still wearing the robes
they do not attack, which allows us to stay in the smaller room and fire
spells at them. I start with Web, then a Fireball; after that there are
only a couple left alive that can actually do anything. Another Fireball
and it's all over. A couple strays to the south in front of the open
door, and we can proceed.
<---------------------------------------------------------------------->
28) Beyond this door is a tiny little room with a single guard - how
convenient. It's hard to see, but there's another door to the southeast
off this room, which open into another hallway, right where it splits.
The passage north goes back to some places we've already been, so it's
easy to not go that way. The door looks interesting though... Well, not
really... More Earth Temple Guards, more fire, more death... Yawn...
This passage goes southeast, but wait - there's another door to the
northwest. A couple more guards, and we can head southeast.
<---------------------------------------------------------------------->
29) This next room has a large number of Gnoll guards, and I do mean
large. There are over a dozen of them in here, and they manage to get
thru the door and into my face before I can fireball them. This sucks;
now I have to fight like a normal party. Oh well, c'est la vie... By
holding them in the doorway as much as possible, it does make things a
bit easier, although a couple of them manage to get past and harrass
my archers. In the end, though, the result is the same - dead Gnolls.
<---------------------------------------------------------------------->
30) Double doors to the southwest, and Skeletons to the northwest. Not
much to worry about here, but I figured I'd mention them since they were
here. Ilana Turns them and kills all but one. Ahahahahaha! Ahem... got
carried away there - sorry...
<---------------------------------------------------------------------->
31) Okay, let's see... another set of double doors to the southwest, or
the single door to the southeast off the Gnoll room. Hhmmm... I like
the double doors, so let's go that way first.
Another room like the last one - Gnolls, an Ogre, blah, blah, blah...
Okay, so maybe I'm making light of this, because Ogres are nothing to
trifle with, but in the end it's not that hard of a fight. Loot the
many corpses, and head thru the door to the southeast into a major SW/NE
hallway.
<---------------------------------------------------------------------->
32) Jost to the northeast is a semi-hidden passage east with two doors;
the door to the south opens into an empty room, and the door to the
north does not. That is, it opens into a room, but it's not empty. Well,
to be fair, it might as well be empty - all that's in here is a Dire Rat
and Chaorl kills it by himself, with one blow. Go back out to the hall
and head northeast.
<---------------------------------------------------------------------->
33) Almost done with this level. Anotehr hallway southeast, which turns
north into the final room on this level. One final Dire Rat, and it's
all over. I take another opportunity to load up on loot that I passed
up before (weapons, because they well well), and head back up and out
for Hommlet to sell and heal. I'll meet you by the staircase down that
we discovered earlier.
o======================================================================o
| |
| Dungeon Level 2 |
| |
o======================================================================o
First things first - before headng down the stairs, change out those
robes for Air Temple Robes; then head down the stairs to level 2.
Dungeon Level 2 {WLK037}
o======================================================================o
1) From the bottom of the staircase, head south, then southeast. Do NOT
walk blindly into the room ahead; there is a Minotaur that will appear
in here, and he can deal out some pretty hefty damage. Instead, keep
your archers/spellcasters back in the hallway and only send 2-3 fighter
types forward to initiate the encounter. Now there are a couple ways to
approach this fight...
Strategy 1: hit the Minotaur with Magic Missiles, Scorching Rays, and
other local-focused damage-dealing spells, while your fighters hack him
to death in melee, and your archers pelt him with missile fire.
Strategy 2: Web the Minotaur in place and Fireball him to death.
Generally, I prefer the first method; it results in some damage to a
character or two, but saves my higher-level spells for later. Either way
you choose, kill him and loot the chest he was guarding.
***ITEMS***
Chest Potion:Protection from Elementals
<---------------------------------------------------------------------->
2) Open the door in the southwest corner of the room, and proceed down
the hallway until you come to a door to the north. If you have an Elf in
the party, they will likely spot the secret door that continues to the
southeast; we do not want to go that way yet.
Beyond this door is the Air Temple; if you're not wearing the robes of
that temple, you will have to fight everything in here. It's not a hard
fight, other than the fact that the Bugbears (yes, it's more Bugbears)
have a decent defensive position with you stuck in the hallway. They
will block the doorway to prevent you from getting into the room, and
you will have a hard time getting everyone into combat. In the end
though, it's just another Bugbear fight...
For some reason, my NPC characters lost their temple robes, so I had no
choice but to kill the buggers; unfortunately, this will be the case for
all the temples here. I honestly don't know what happened - one minute
we all had robes, the next we didn't. Maybe they sold them the last time
we were in Hommlet (without my knowing), but it wasn't anything I did.
<---------------------------------------------------------------------->
3) The door to the north opens into the Air Temple High Priest's room,
and if you're wearing the robes you can talk to him and get a series of
quests. Since I have managed to get thru this with the robes once, I can
at least tell you what the quests are; I won't be able to relate how to
complete them though (watch for a later version of this guide, which
will have that information).
Quest 1: find the Water Temple and talk their Bugbears into defecting to
the Air Temple. Find the leader of the water Bugbears, give him 500gp,
and return to the Air Temple Priest for your reward and the next quest.
Make sure to switch robes before talking to the Water Temple Bugbears,
and again before returning to the Air Temple.
Quest 2: dump some Holy Water into the altar of the Earth Temple (the
Priest will give you some, if you don't have any). Again, and as always,
make sure to swap out robes at the appropriate times.
Quest 3: kill one of the other Temple High Priests - your choice as to
which one to kill. It is possible to get this quest, but not complete it
right away - that will allow you to do the quests for the other priests
and still do this one (wait until last, after all the other quests are
complete).
Since I don't have enough robes to go around, I will simply ignore the
various temple quests and kill everything. This sucks, but it is what it
is. We can still win the game this way, and frankly the quests are a
pain in the ass anyway. I will tell you what the quests are as they come
up, but you'll have to wait for the next FAQ version to get detail on
experience rewards, strategies, etc. Sorry...
<---------------------------------------------------------------------->
4) Up the corridor to the west and around to the south is a room full of
Gnolls and Goblins; I send one character ahead to incite them and then
draw them back into the Air Temple for a dose of death. You can also go
charging in and destroy them - it really doesn't make much difference.
There's nothing else here, so head northwest to the next chamber.
<---------------------------------------------------------------------->
5) Large main hallway - to the soutwest is a large (and I do mean large)
group of various Brigands and other assorted enemies. This is a straight
forward fight; I Web the area to the southwest in front of the door to
their room, and assemble the party at the top of the hallway (just off
the end of the air hallway, facing southwest so I can throw spells and
missile fire at them). To the north at the end of the hallway is a room
with a trapped chest. The bodies all have some amount of cash on them,
along with a few potions and a few missiles.
***TRAPS***
Feldrin's Chest
***ITEMS***
Chest Potion:Invisibility, Potion:Cure Light Wounds,
Scroll:Shield, Silver Necklace, Jasper Ring,
Copper Ring x3, Amber Gem x2, 37gp, 54pp
In addition to the loot, I also gained enough experience to go up a
level here...
LEVELING DETAIL
o--------------o
K'aos adds another Ranger level, and puts Skill points into all of the
regular areas (Bluff, Diplomacy, etc). No new feats; no new spells.
Chaorl goes to Barbarian level 7 and takes his normal skill progression.
Ilana becomes a 7th level Cleric; skill points go, as always, to Heal
and Concentration. She adds Virtue, Divine Favor, Cure Critical Wounds,
and Restoration for new spells.
Quala adds a level to Sorceress; adds two points to Concentration, as
well as two to Disable Device. No new Feats, but she adds Acid Splash
and Knock to her spells.
Xenth goes up to Sorcerer level 7 and adds points to Concentration,
Spellcraft, and Use Magic Device; as the others he gets no new Feats,
but he adds Endure Elements, Melf's Acid Arrow, and Slow to his spells.
<---------------------------------------------------------------------->
6) Northeast up the large main hall you will find another air hallway
heading southeast. How do we know it's Air, you ask? Because of the
color; Air is white, Water is sort of greenish, Fire is red, and Earth
is sort of shit-brown. This is a good way to tell which robes to put on
if you actually have them for everyone. But I digress...
Head southeast down the next Air hallway, which eventually becomes a
Water hallway. You can ignore the secret door to the south, as it just
goes back to the Air High Priest's room. You will see the Water Temple
hallway to the south, directly across from a large set of double doors.
Ooohh... double doors... We simply MUST see what's on the other side.
<---------------------------------------------------------------------->
7) Three Air Elementals - a large and two mediums - that's what is on
the other side. No big deal; they die in melee without too much trouble.
There are three other sets of double doors off of this room - one to the
northwest, one to the northeast, and one to the southeast. The one to
the northwest is magically locked, so that narrows it down a bit.
<---------------------------------------------------------------------->
8) A four-way intersection awaits, and by the colors of the hallways it
appears they each go to an elemental temple. How convenient - we now
know roughly where each temple is...
You can do these in any order you wish, with the understanding that the
temple quests may dictate some of your actions. Since I'm not doing them
it makes it easier to choose. Uummm... Water!
<---------------------------------------------------------------------->
9) In this temple, besides the various priests and worshippers, there is
a Juggernaut; It's essentially a huge lobster, but it will take some
serious work to put it down (it has an 18 Magic Resistance). It can be
Webbed, so that's a good way to start; then Magic Missile it to death.
Why not Fireball, you may be wondering? Because a Fireball will destroy
the Web, and we need to keep this thing contained as long as possible.
I keep my archers back by the door, with Ilana just in front of them;
my four front-line fighters move up just far enough to incite the priest
into attacking. Hit them with the Web, and fire as much magicical crap
at them as you can. Pay special attention to the Juggernaut; and only
get involved in melee if one of the baddies manages to break free from
the Web. There will come a point in this battle where you will run out
of magical attacks; that's when you Enlarge your fighters, dismiss the
Web, and go in to chop him up into bisque. Loot the priest for a couple
nice items (the Ring of Freedom of Movement is the only one worth a
specific mention).
If you are doing the temple quests, here they are...
Quest 1: recruit Oohlgrist, the Troll Chieftan, for the Water Temple.
Diplomacy will work here, where you needed Intimidate to do this for
the Fire Temple High Priest.
Quest 2: kill the Fire Temple High Priest. Go there, kill him, and then
plant a vial of poison on the corpse to make it look like the Air
Temple did it. Sneaky...
Quest 3: similar to the last quest, you need to kill the Bugbear Jailor
and his Ogre friend, and plant some Earth Temple Robes on the bodies.
<---------------------------------------------------------------------->
10) Head southeast down the hallway and thru the next set of double
doors. A few Water Snakes in here, but after that last fight they're
just too easy. Destroy them and head back out to the main room - but
on the way check out the small room to the south on the short hallway.
In here is nothing, but another door leads to a room with a trapped
chest and some goodies. Gems mostly, so I'm not going to bother with
detailing what all is in it. Go back to the four-way intersection.
<---------------------------------------------------------------------->
11) The next fight is to the south - take the southeast passage and go
south when you get to the magically locked door. In here is a Troll and
his pet Owlbear. The Owlbear can be a pain if you don't damage him early
but overall this is a pretty easy fight. Remember to use Fire or Acid
on the Troll, or a Coup de Grace attack after he's unconscious, to kill
him fully. Continue southeast from their room.
<---------------------------------------------------------------------->
12) Just before this halllway turns due south you will find a room to
the northeast. There is a Troll in here, but he goes down easily. The
next room - to the north of this one - has a Troll Chief, and he's a bit
harder to put down. Fireballs work well, as do Scorching Rays, but in
the end it's melee and a Coup de Grace that kills him. In the next room
to the north is yet another Troll. When all is quiet, head back down to
the last main hallway.
<---------------------------------------------------------------------->
13) We're going to finish the loop back around to the secret door by
where we entered the Air Temple Priest's quarters; along the way, we
will discover a set of stairs down. Remember these for later...
Just before the secret door there is a set of double doors to the north.
Inside are several Bugbears - these are the guys you were to convince to
join the Air Temple (if you are doing the quests). Me? I just kill them.
<---------------------------------------------------------------------->
14) Now that we've cleared out the southern sections of the map, we can
return to the Troll Chieftan's room and continue north. Take your time,
I'll meet you there...
From the northern room, exit to a hallway and head northwest. You will
come to a chamber with a Troll Hydra Keeper and a Hydra (what else?)
in it. The Hydra isn't too bad (not nearly as bad as the Juggernaut),
and the Troll is just a troll. Kill them... kill them a lot...
<---------------------------------------------------------------------->
15) Head back down the same hallway and follow it around the perimeter
of the Fire Temple. The path will go southeast, then northeast, then
turn due north, and finally head northwest again. You'll run into a few
Fire Temple Bugbears up here, but they aren't much more than a minor
distraction at this point. At the end of the hallway you will find a
door to the northwest, and another to the south. Let's do the southern
one first.
<---------------------------------------------------------------------->
16) POsition your archers in back facing the door and your fighters in
front, then open the door. There is a Priest in here along with several
Fire Temple Bugbears. They will come to you, and you can kill them. Not
all that hard really... Enter the room beyond and dispatch the rest of
the Fire Temple baddies that are hiding in here.
<---------------------------------------------------------------------->
17) From this room are two more doors. What a mess... Okay, let's open
the northern one first - it can't have much behind it, as there isn't
all that much room left on the map. This is the High Priest's room, and
he's pissed (unless you're wearing the Fire Temple Robes). Kill him,
take his stuff, and get ready to open the southern door.
If you do have the robes, the High Priest will give you the following
questsL
Quest 1: get the Troll Chief to join the Fire Temple. If you have this
mission, he won't go immediately hostile and you can try to Intimidate
him into talking to you and joining the temple. Return here for a small
experience reward.
Quest 2: recruit a group of Ogres. You will have to fight them, but just
before they all die the Ogre Chief will relent and agree to join. Return
once again for more experience and a final quest. The final quest could
be either one of two, depending on how you completed the first two.
Quest 3a: if you do manage to recruit the Troll Chieftan, then you will
be asked to mediate a dispute between two of the Fire Temple priests.
Find Tubal and talk to him, only to be told that you must gamble the
other priest (Antonio) for it. Gamble and win, demand the Mace and, if
necessary, Intimidate him into giving it to you. Return it to the High
Priest to complete the quests.
Quest 3b: if you killed the Troll Chief, or you cannot get the Mace
from the priests, then you may get the task of obtaining and delivering
the Orb of Golden Death to him, Yeah, right...
<---------------------------------------------------------------------->
18) Behind this next door are a couple more Bugbears and a passage to
the west/southwest. This leads to another NW/SE hallway that, by its
color, would seem to be Air-related. The double doors across and to the
south go back into the central chamber where we fought the three Air
Elementals so long ago. But, a u-turn to the south open another set of
doors which lead into a hallway to the east. Onward!
<---------------------------------------------------------------------->
19) The passage ends at the doors to the Fire Temple chamber, and this
can be one tough fight. The enemies in here are immune to fire (duh), so
killing them requires some planning. As usual, I keep my archers and
main spellcasters back, and lead with fighters. As with several of the
battles in the game, there are two strategies here...
Strategy 1: send your fighters in groups of 2-3 down each side of the
room, using the braziers as cover. When you get past the first set of
pillars, you will be attacked. The advantage to this strategy is that
the enemies will have to split up to get at you, and you should be able
to move back. Draw them back in range of the rest of the party and shoot
them down.
Strategy 2: bums rush, straight down the middle. It's easy to get the
group surrounded this way, but you can pile on one enemy at a time and
kill them quickly.
Whichever way you choose, go kill the denizons of the Fire Temple.
<---------------------------------------------------------------------->
20) From here, head back out to the main hallway (the BIG main hallway,
to the west, where the white hallway intersects the main brown one).
There are a couple of Ogres waiting out here that you can destroy, but
they're really not hard at this point. The only strategy question is
whether to take them on with magic or fight them in melee. Personally,
I Fireball and Magic Missile them to death, but do whatever makes you
feel good (and makes them dead). Head northeast up the main hallway.
<---------------------------------------------------------------------->
21) At the end of this hall is a passage northwest, and another smaller
one that continues northeast. Take the northeast hallway to come into a
small chamber with three doors. I like doors - the usually lead to some
experience. So, let's play 'The Price is Right' and see what's behind
door #1...
Open the northern-most door (to the northwest) and kill the Ogre and
Bugbear that are in the room beyond. No big deal really; we're just too
powerful for a small encounter like this. This room has three more doors
for our opening pleasure. So many doors; so little time...
<---------------------------------------------------------------------->
22) Okay, we'll go with door #1 again (to the northwest). This opens to
a hallway which leads to another NE/SW hallway. Poop... Alright, let's
check out door #2 in this room.
Aha! Someone to talk to. In this cell are four Elf Prisoners; talk to
the first one in line to discover the Countess Tillahi and Sir Juffer.
If your party alignment is Chaotic Good, these are the people you were
sent to find in the opening sequence and you should actually escort the
group out of the temple; otherwise just give them directions.
At some future point, you will have a random encounter when traveling
back and forth to Hommlet (or Nulb, or where you happen to be going).
A group of elves will reward you for rescuing the Countess.
<---------------------------------------------------------------------->
23) In the next cell is a Brigand Prisoner you can rescue; this is the
NPC named Wicked, a second level Rogue). Set him free and move back to
the previous main room. We're going to finish off these cell doors and
then move on.
The last door (the eastern-most one) is an empty cell, and the final
door (door #3?) leads to a hallway going northeast to a set of stairs
going down to the next level. I guess we're done with this section.
<---------------------------------------------------------------------->
24) Head back out to the large main hallway again; you should notice a
small unexplored area just to the east of this small hallway. There are
two ways to get into this room - up and around to the east, or south a
short way and down the hall to the door. I strongly suggest going the
long way around, to the south.
Enter the room thru the door and you will be spoken to by a mirror on
the wall. It will offer to empower all your gear if you leave drop it
on the floor and leave it there... yeah, right... Ignore this (or use
Sense Motive, if offered) and get ready for an ugly fight. The door to
the north east of this room (next to the mirror) leads to a hallway in
which is a secret door to the west.
<---------------------------------------------------------------------->
25) In the room behind the secret door are two Werewolves, and they are
nasty. Their damage reduction can only be overcome with silver arrows,
so you'll want to spread these around a bit before engaging. I cast a
Bless spell on the party as well as enlarging my fighters (cast Enlarge
Person). A Bull's Strength or two goes a long way as well.
The best way to handle this fight is to get set up in the mirror room
and try to draw the Werewolves back to you, bottlenecking them one at
a time in the doorway. Send one character forward to initiate the fight
and then move back into position in the room. Please, for the love of
god, save before you start this fight - these assholes are nasty, and
it will probably take several tries before you can win this fight.
Enlarge Person will increase the damage, thereby helping overcome some
of the Werevolves damage resistance; Haste will give you more attacks
per round. Magic Missiles are fairly effective, and those Silver Arrows
will deal out some nasty damage to these guys if you can get a shot.
When they're dead, loot the chest in their room for a scroll.
***ITEMS***
Chest Scroll:Otiluke's Resilient Sphere
<---------------------------------------------------------------------->
26) There are only a few places left on this level to explore, all on
the western side of the map. Head back once more to the main hallway,
and go back to the northeastern end. This time, take the passage to the
northwest. This will return to the NE/SW hallway that we ignored before,
when we discovered it off of the prison area. Go northeast, then turn
northwest, and follow the hallway until you come to the end and a door
to the south.
<---------------------------------------------------------------------->
27) Behind this door is a room full of Bugbears - and I do mean FULL.
There are about 20 of the buggers in here, so running in and charging
at them is not recommended. I get the party situated blocking the door
and then throw a couple Fireballs into the room before Webbing them.
This tends to damage them a lot, and keeps them from attacking all at
once. Of course with me blocking the door and all, they can really only
get to me one or two at a time, but hey - what's the point of having
all these spells if we're not going to use them?
The only things they drop worth mentioning are the healing potions and
cash. The faster you kill them, the more potions you can score, however
if you're set like I am you really don't have all that much need for
the potions any more. Oh well, grab them anyway; you never know...
<---------------------------------------------------------------------->
28) In the northwest corner of the room is yet another door. What's
behind it you ask? Let's open it and find out. Three more Bugbears, and
a locked chest that you can loot for a couple of Greater Temple Black
Robes. Exit the large Bugbear room to the southeast.
***ITEMS***
Chest Greater Temple Black Robe x2
<---------------------------------------------------------------------->
29) Another NE/SW hallway, and a room with three empty barrels at the
Northeast end. Whatever... head southwest down the hallway, then turn
southeast to find a room with a dead Carrion Crawler (well, to be fair,
he was alive when I first entered the room) and an empty barrel. Reverse
course and head northwest up the corridor until you come to a split.
Here the choices are southwest and due south; I elect to go straight
south first.
The hall turns slightly southeast and opens into a room containing a
single enemy - The Littlest Troll. Kill him and loot the barrel (as
always, remember to use fire or acid to actually damage him, and a
Coup de Grace to finish him off).
***ITEMS***
Barrel Greatsword, Longbow, Heavy Crossbow,
Arrows x40, Silver Arrows x20
<---------------------------------------------------------------------->
30) Back to the last split and southwest to come to another choice of
paths. The one to the west is simply a room with three empty barrels,
so we can ignore it and proceed south. The hallway once again splits,
going east and west; east leads back to the large main hall, and at this
point there's nothing left that way to see, so head west.
The path turns northwest, but right where it does so is a large door to
the southeast. That looks interesting, let's open it. A swimming pool?
Really? Well... umm... okay, I guess... Return to our northwest path.
<---------------------------------------------------------------------->
31) Looking at the map, it's fairly easy to see that there is only a
small section as yet unexplored. Another split in the hallway, with a
door to the south. We can ignore the entire section further to the
northwest (there are only a couple of rooms with empty barrels in them),
so open the door, kill the enemies in the room, and we're done.
That's it for the second level of this dungeon - other than a couple of
areas we can't get to (magically held doors), we are done here. If you
feel the need, go ahead and return to Hommlet to sell of stuff and rest.
When we return, head for the stairs in the hallway behind the Air Temple
Priest's quarters; this is where we will go down to the third level.
o======================================================================o
| |
| Dungeon Level 3 |
| |
o======================================================================o
Dungeon Level 3 {WLK038}
o======================================================================o
1) As I am extremely close to gaining a level, I decide to rest at the
foot of the stairs until I'm attacked. It only took one try, and I was
set upon by eight Gargoyles. Took some minor damage, but in the end it
was worth it. Level up and rest for 8 hours to memorize spells.
LEVELING DETAIL
o--------------o
K'aos goes to 4th level Sorcerer (making him R4/S4), adds a point to his
Constitution, and puts his Skill points into the regular areas (Bluff,
Diplomacy, etc). He adds another point to Concentration as well. No new
Feat, but he takes Resistance and Scorching Ray for new spells.
Chaorl goes to Barbarian level 8 and adds a Dexterity point, along with
his normal skills progression.
Ilana becomes an 8th level Cleric. She adds a point to Intelligence so
she can get the extra Skills points; she puts these into Concentration,
Heal, and Spellcraft. For new spells, she adds Searing Light and another
Cure Critical Wounds.
Quala adds a level to Rogue (to R4/S4) and adds her Skill points to
Concentration, Disable Device, Open Lock, Search, and Tumble.
Xenth goes up to Sorcerer level 8 and bumps up his Strength (this will
come in handy later); Skill points go to the usual magical areas. New
spells include Detect Magic and Bestow Curse (an awesome spell).
<---------------------------------------------------------------------->
2) Okay, we are now at 8th level and fully rested - time to figure out
just where we are and what to do next. There are four doors off of this
foyer, and a hallway to the southeast. Let's clear out the rooms behind
those doors first, starting with the one directly to the south.
A couple of Bugbear Leaders in here, and things worked out so that my</pre><pre id="faqspan-7">
main fire-casters could each get off Fireballs into the room before the
Bugbears could start their attack - nice... A Magic Missile along with
several melee attacks finished them off with no damage to the party.
I use their room to refresh spells again (rest for 8 more hours); I will
likely do this often on this level, as having a full spell arsenal is a
very good thing down here. I will also not be returning to town for a
long time after this, only grabbing cash and magic items from corpses
and containers.
Now let's explore these other doors, starting with the one to the west,
on the northern wall.
<---------------------------------------------------------------------->
3) This room is Scorpp's Pleasure Dome, and inside is the Hill Giant
Scorpp. If you're in need of a strong fighter-type, and can tolerate a
Chaotic Evil NPC in your party, he's a very good addition. You will have
to fight him no matter what, but once he gets badly injured he'll stop
the fight and beg for mercy. At this point you can accept him into your
party, or go ahead and kill him. Personally, I choose to kill him; I do
not intend to change out any party members.
When he's dead, make sure to loot his body for Wonnilon’s Crossbow and
his scroll of Control Plants. You can return these to the little Gnome
back up on the first floor at your leisure...
<---------------------------------------------------------------------->
4) Continuing clockwise, the next door opens into a room containing four
Ogres, one of which is an Ogre Shaman. As is my usual strategy, I allow
them to come to me out in the open foyer area, while pelting the ones
left in the room with Magic Missiles, etc. Pay some special attention
to the Shaman, as he can cause you some trouble if you don't take him
down quickly. They drop cash, and the Shaman has a Javelin of Lightning.
<---------------------------------------------------------------------->
5) The fourth and final room has Bugbears in it. I lob in a Fireball to
wake them up (which has the side effect of putting some of them to sleep
permanently), and then let them come out to me for some death. So far,
this level isn't all that bad. Now we can head down that hallway to the
southeast...
<---------------------------------------------------------------------->
6) Almost immediately there is a branch to the southwest - I guess we
should go that way. An empty chamber... well, that was fun. Return to
the southeast hallway and continue. A short ways down the corridor is
an octagonal room with four Will-o-Wisps in it. These things are a pain
in the ass to hit, so approach with caution and use magic as much as
possible to attack them.
This room has a circle of statues in the middle, which appear to serve
no purpose at all except decoration. There are two passages off of here;
to the northeast and southwest. I like southwest...
<---------------------------------------------------------------------->
7) At the end of this short hallway is a crude room with several things
called Hooting Fungi, along with a Lamia. This bitch is a real pain, as
she starts out with Mirror Image, and continually refreshes it during
combat. Not only that, but she will Charm at least one of your party
members and turn them against you. She can really reek havoc on an
unprepared party. I strongly suggest Blessing the group before you take
her on, as this will add a bonus to your saving throws and maybe - just
maybe - prevent her from Charming someone. Oh... and she has a ton of
hit points, so it takes a bit of doing to finally put her down. When
she dies, she drops a Longsword +3; this goes to K'aos.
<---------------------------------------------------------------------->
8) At the southeast end of this chamber are two doors, and if we have
managed to learn anything down here, it's that doors = experience. So,
on thru the one to the southwest. At the end of this hallway are stairs
leading back up to the second level of the dungeon. Good to know in the
event we need a quick escape... Back out to the Lamia room, and that
other door to the northeast. Another corridor - a short way southeast,
then it turns northeast. Here are stairs down; not someplace we really
want or need to go yet. So... head all the way back out thru the Lamia
room and to the statue room.
<---------------------------------------------------------------------->
9) Since northeast is the only way we haven't explored yet, go that way.
Up here a short distance is an opening to the northwest, and a couple of
Jackals guarding a passage west. We simply must see what's beyond these
animals, so kill them and head west. Proceed carefully, because ahead is
a room with Gargoyles, Jackals, and Jackalweres. The latter are the real
problem here, as they require silver to hit/damage; for some reason, the
Gargoyles and some of the Jackalweres will atttack the plain Jackals to
grant you some time to prepare. Fireballs, Magic Missiles, and silver
will win this; you can kill the normal creatures with regular melee, but
it will take magic to deal with the Weres... There's nothing in the room
they were guarding, so return to the hallway and continue northeast.
<---------------------------------------------------------------------->
10) A short way up is another northwest hallway which turns right and
opens into a room containing three Umber Hulks. These guys are total
badasses, and will use Confusion to render some of your party useless.
This can suck a lot... Get on them fast and hard - Enlarge Person and
Bull's Strength go a long way here. The Confusion effect only lasts a
few rounds, but it is extremely annoying. Overall, this fight isn't all
that bad, but having to deal with characters running around blindly is
not a lot of fun. Nobody drops anything, and there is nothig to loot.
<---------------------------------------------------------------------->
11) Continuing northeast up the hallway, we find another passage due
north. Well, okay then, let's see what's up here... Ah! An Ettin! Well,
we'll see about that... A Web will totally dethreatenize him (yes, it's
a word; those of you who have read my other guide should already know
this). Now that he's immobile, I can pelt him with missiles, both magic
and normal, and take him down without suffering any damage at all. All
in all, a very nice result...
<---------------------------------------------------------------------->
12) Four doors and a hallway in/from this room, so I guess we have some
exploring to do. I suggest checking the hallway first, so we don't end
up with some giant asshat attacking us out of the blue. Hhmmm... very
interesting... a round room with several doors and another passage to
the southwest. Looking at the map, there isn't much room for anything
down the passage, so let's get set up for combat and see what's down
there. Stairs up, that's what. Alright, now that we've scouted out our
flank, let start opening doors. Start with the one just to the north of
the stairwell; we'll continue clockwise around the circle.
<---------------------------------------------------------------------->
13) This room contains a Troll, and he dies without putting up too much
of a fight. Grab the key from the dead Troll and continue with the next
door. This is the same, as are the other two - kill the trolls and take
their keys. Easy peasy...
<---------------------------------------------------------------------->
14) We now have four keys, and there are four doors in the last room; I
wonder if... nah... too easy... But wait - sure enough they open the
doors in here. Cool...
From left to right, door #1 secrets a Gelatinous Cube. These things die
quite easily, and don't split into multiples like some jams and jellies
do. Thank god. Past the now dead Cube is a hallway running due west.
Remember where this room is (we'll call it the door room) and head west
down the hallway until it comes to a three-way split.
<---------------------------------------------------------------------->
15) Taking the western-most corridor leads to another three-way split;
go southeast, then turn southwest to find a room that is totally empty.
Aaarrgh... Return to the last split and proceed due west to a chamber
that isn't empty. Four Ogres, including a Shaman, inhabit this room.
Dehabitate the room and return to the last split. Go north and kill a
Carrion Crawler, then return to the previous split at the E/W hallway.
This time, go northwest.
<---------------------------------------------------------------------->
16) As you approach this next room, you will be surprised to find a few
Goblins milling about. Goblins? On the third level of an evil dungeon?
What are they doing here? Guarding the Hill Giant's brewery, of course!
I suggest Webbing and/or Fireballing the Goblins to death while staying
out of range of the northern opening off this room (by the two brewing
kettles). In this next room are two Hill Giants and you don't want to
have all those freaking Goblins getting in your way while you deal with
them. Web still works on Giants, as do Fireball and Magic Missiles; in
the end though, it's melee that gets the job done here.
<---------------------------------------------------------------------->
17) Go back to the last fork and head due north. The passage will turn
northeast, then you'll find a passage to the northwest leading to a room
with a Black Pudding in it. Kill it, and return to the main hallway.
<---------------------------------------------------------------------->
18) Continuing northeast, we come to an alcove with two doors; one to
the northeast, and one due east. The one to the northeast is inhabited
by several Shadows and a couple Trolls. The only thing troublesome about
the Shadows is that they're hard to see and keep track of. They do die
quite easily in melee, allowing me to kill them quick and turn my
attention to the Trolls. When all is dead, take notice of the hallway
from whence the Shadows emerged...
<---------------------------------------------------------------------->
19) The other door to the east, just before this room, leads to a set of
stairs headed up, so we can ignore it. But that red glosing hallway that
had Shadows coming from it - that now has some promise... As I suspected
there are several more Shadows in here, and they die just as easily as
the previous ones. There is a hallway running southeast past their room
and I think we should explore it.
<---------------------------------------------------------------------->
20) At the end of the hall is a room with four Ogres, and just before
that is a smaller room to the north with several Shadows in it. Treat
this as a single encounter and you'll be fine - Web and Fireball the
crap out of the Ogres; have your Cleric Turn the Shadows. Voila! We can
now go looting... There's a chest in the Shadow room with a couple of
potions.
***ITEMS***
Chest (shadow room) Potion:Bull's Strength,
Potion:Protection from Undead
<---------------------------------------------------------------------->
21) There's nothing in the Ogre room except a passage to the southeast,
so I guess that's where we're going. This passage continues on for a
ways, then turns southwest and continues until it comes to a door. This
leads right back into the door room, in the northeast corner. Now that
is really convenient; I was not looking forward to retracing my steps
to get back here...
<---------------------------------------------------------------------->
22) At this point, we're almost done with this level. Two doors beckon
from here, and looking at the map it appears that the northwestern one
(door #2) will fill in a whole chunk right in the middle of the loop we
just completed. That seems like a good choice...
The hallway beyond this door finally splits and goes east and northwest.
Head northwest, and just past where the hall turns southwest there is a
doorway leading into a room with a Groaning Spirit. This thing dies way
easier than I expected, but who am I to question the great wisdom of the
Almighty Programmers? Loot the chest at the foor of the bed for a few
goodies...
***ITEMS***
Chest Silver Necklace, Gold Ring, Copper Ring x3,
Green Elven Chain armor, Scroll:Dimension Door,
Scroll:Teleport, Scroll:Gust of Wind,
Scroll:Gust of Wind, Scarab of Proof Against Poison,
Longbow +1, Cloak of Elvenkind
<---------------------------------------------------------------------->
23) Back out to the hallway and continue southest. The hallway turns to
the west, and ends in a dining room, which is empty. Poop... I guess we
had back and check out that final passage to the northeast back by the
door where we entered. Nothing here either, except for a closet trying
to pass itself off as something interesting. Return to the door room and
let's see what's behind door #4...
<---------------------------------------------------------------------->
24) The hallway splits almost immediately; take the northernmost passage
southeast to a door. Beyond this door are three Yellow Molds; kill them.
Note that they can not be damaged by melee weapons, but one round of
Magic Missiles (or a Fireball) will kill them outright. Head back out
and take the southern hallway to the southeast.
<---------------------------------------------------------------------->
25) Behind this door are two prisoners, Whitman and Mandy. Now it seems
that Mandy has bigger balls than does Whitman, because he's pretty much
a pussy. Gather a little minor intel and set them free, then search for
and discover the secret door in the southeastern corner of the room.
Another secret door, and we're back out in the main hallway that we left
oh so long ago.
<---------------------------------------------------------------------->
26) All that's left on this side of the map is a large chamber to the
northeast, so I guess we should see what's there. Leucrottas, two of
them... These things look like zebras, but they aren't; they have a
magic resistence of 16, and a fair number of hit points. They use magic
attacks, Holding and draining abilities, etc. This fight is a pain in
the ass, but not really all that hard or dangerous. Just make sure you
have some restoration spells for after it's over; you'll probably need
to rest for at least 8 hours to fully recover.
<---------------------------------------------------------------------->
27) Once you're whole again, proceed thru the opening to the south and
head southwest. This passage leads to a staircase, and looking at the
map it appears it is just opposite the staircase we discovered way back
when we first started exploring this level. Head down the stairs and
u-turn to the south; head up the stairs that are here to find yourself
exactly where we expected. Head back to that empty room just south of
Scorpp's Pleasure Dome - the one off the southwest hallway that we had
thought was empty.
<---------------------------------------------------------------------->
28) Searching this room (or casting Detect Secret Doors) will reveal a
passage in the floor with a ladder. Now why didn't we do this before,
you ask? Because I didn't want to, that's why... Our goal was to clear
the level, then do this. Head down the ladder to find yourself in a
hallway on the western side of the map, in an area that we haven't yet
explored (mostly because this is the only way to get here).
<---------------------------------------------------------------------->
29) Head northwest a very short way, and open the door to the southeast.
This room is inhabited by a wizard named Falrinth and his pet Quasit.
It really doesn't matter what you do (there are options to Bluff and
Intimidate during the dialog sequence), you will end up having to fight
them. Both should be treated like Trolls, even though they're not; get
them down to Unconscious and then kill them with a Coup de Grace attack.
There are two room off of Falrinth's chamber; one is behind a secret
door in the northeastern corner of the room. This is what we really want
to get to. Loot both chests, but make damn sure to grab the item from
the secret chest called the Orb of Golden Death. We need this in order
to win the game. There is also a large number of potions and scrolls;
I'm not even going to bother documenting this crap from here on out, as
it's just more of the same stuff we already have. The Orb really is the
reason we're here...
When you first grab the Orb, you will be treated to a cutscene showing
the passage to the final area; after a round or two, Burne will leave
the party permanently. It kind of sucks, but as his spell power was
focused on Ehchantment spells he has really outlived his usefullness in
the party; there are a few new NPC characters we will be running into on
level 4, which is coming up pretty soon.
***TRAPS***
Chest (northern room)
<---------------------------------------------------------------------->
30) Get set up for the next door (to the northwest of Falrinth's room)
and proceed. In here you will find some bitch named Smigmal, who doesn't
feel in the mood for talking. Knock her down to Near Death status and
she will stop and beg you to spare her - don't do it.
<---------------------------------------------------------------------->
31) Now here's a nice trick - the hallway to the northwest leads to a
door, which opens into the Temple Tower. From here we can easily exit to
the outside and the world map. I take the opportunity to head back to
Hommlet and clean up my inventory a bit, then head straight back down
here the same way.
<---------------------------------------------------------------------->
32) Okay, almost done... One more thing to do on this level and we're
ready to head down. In the northwestern area of the map there is a room
with a podium in it - we ignored this earlier, because it appears to be
empty. However, searching this room will reveal a secret passage to the
north; we definitely want to go there.
In this room is a Sleeping Man (although he appears quite awake). Talk
to him and he will reveal himself to be Prince Thrommel; he's a good
fighter, and will fit into most parties, so you might want to recruit
him. Note that if you leave the temple he will leave the party, so if
you intend to head back outside ever again, you might want to kill him
off (send him alone into battle and let him get killed) so you can get
his sword (Lawful Evil parties, this is the sword Fragarach that you
need to complete your initial quest). You really need to think ahead a
bit before deciding what you want to do.
Personally, I have him join the party, rest until I'm attacked, and send
him alone to deal with whatever shows up. There are more NPC's available
on level 4, and I need another spellcaster to replace Burne, so keeping
Thrommel is just a waste as far as I'm concerned. Now, about Fragarach:
This bastard sword is a +4 weapon, always hits, and will automatically
counter-attack when the wielder is damaged. Plus it does an extra 2d6
damage vs evil creatures, which makes up most of the enemies we will be
meeting from here on out. One way or another, you absolutely must have
someone wielding this sword in your party. The automatic counter-attack
is the reason you don't want to just kill him to get the sword; you will
have a total bitch of a time winning. It's much better (and easier) to
just let him die in battle and then loot his corpse.
o======================================================================o
| |
| Dungeon Level 4 |
| |
o======================================================================o
Before actually going down to the next level, I grind for experience at
the stairwell. You can choose either one (these are the ones we found
in step 27). I rest and kill things until I manage to gain another level
for the main party members; when I'm fully leveled-up and rested, only
then do I head down the stairs and start the next level.
LEVELING DETAIL
o--------------o
K'aos goes to 5th level Sorcerer (making him R4/S5), and puts all his
Skill points into Tumble. For his Feat, he takes Toughness for the 3
extra Hit Points. New spells too - True Strike and Web.
Chaorl goes to Barbarian level 9 and also adds all his Skill Points to
Tumble. He takes Weapon Focus:Bastard Sword for his Feat (so he can use
Fragarach to its fullest potential).
Ilana moves up to 9th level Cleric and also puts Skill points into
Tumble (can you sense a theme here?). She takes Combat Casting for her
Feat, and takes Flame Strike for both her new Domain and Cleric spell
slots.
Quala adds a level to Sorcerer (to R4/S5) and adds her Skill points to
Concentration and Tumble. For her new Feat, she selects Combat Casting;
she adds Endure Elements and Scorching Ray to her known spells.
Xenth goes up to 9th level Sorcerer; Skill points go to Concentration,
Tumble, and Spellcraft. He takes Point Blank Shot for his Feat, and
adds Daze Monster, Haste, and Ice Storm to his spell selections.
Dungeon Level 4 {WLK039}
o======================================================================o
1) Okay, here we go... Head down the stairs and go northwest up the main
hallway. The first hallway to the southwest leads to a room with two
Trolls in it. Kill them, and continue southwest down the hallway in the
northwest corner of the room. A secret door, several more Trolls, and
we can enter the room. From here we can go thru the door to the
southwest, or turn to the southeast down the corridor. I like the idea
of staying in a single direction until we are forced to change, so let's
open the door.
<---------------------------------------------------------------------->
2) At the end of this hallway is a room with two concubines it it. You
can ignore the Exotic Concubine; it's the Dazed Concubine that is the
important one here. Cast Dispel Magic on here (there's a scroll on the
floor near the table to the west), and then talk to her again to find
out that this is Paida. LG parties - this will complete your initial
quest. Valden is the Wainright, and is at building #20. Other parties
can simply ignore them (or kill them, as your alignment dictates).
<---------------------------------------------------------------------->
3) Back to the room and down the southeast hallway; open the door at the
end and you will find a NE/SW corridor. To the southwest is a chamber
full of Ettins. This can be a brutal battle, so be prepared; I Web them
in place and take them all out with missile fire (suffering zero damage
in the process). At the southwest end of their room are three chests;
all are trapped and locked, but only the northern one has anything in it
***ITEMS***
North Chest Blue Sapphire x5, Fancy Gold Ring, Platinum Ring,
Heavy Gold Chain, Silver Medallion Necklace,
1005cp, and some anout of Silver (I forgot to count)
<---------------------------------------------------------------------->
4) Now we head northeast to the other end of the hall, to find a Troll
and an Ettin. Same strategy works here - Web and missile fire (I really
like this strategy, and will use it a lot down here). From this room are
two doors to the northeast, and a hallway to the southwest. Head down to
the southwest.
<---------------------------------------------------------------------->
5) You will come across a Hill Giant here, but she doesn't go hostile; I
attack her outright, and once she's damaged she turns into a woman named
Kella. There isn't much to her, but she is carrying a magic ring; the
Ring of Change (*1).
If you have a Druid in your party, or if your party alignment is True
Neutral, there will be dialog options available that will lead to her
joining your party; she's a 9th level Druid, and a fairly decent NPC
character.
*1 This ring is only usable by Druids, and allows them to assume the
form of a Hill Giant, including all the bonuses.
<---------------------------------------------------------------------->
5) Further to the southwest are three actual Hill Giants, and they do go
hostile when approached. Web, missiles, yawn... Nothing else down here,
so I guess we check out those doors; the rooms beyond are empty. Head
back out to the first main hallway and go straight across.
<---------------------------------------------------------------------->
6) This appears to be a mirror of the room on the other side, including
the Trolls that inhabit the room. Kill them and open the secret door in
the northern corner of the room. This opens into a room that is similar
to, but laid out differently, than its counterpart from the other side
of the hallway. Also, it's empty... There is another secret door to the
northeast, directly across from the secret entrance we just used.
<---------------------------------------------------------------------->
7) A second door, a hallway, and a cavern at the end along with a more
normal door to the northwest. I recommend checking out the cavern first.
The path u-turns to the south and opens into a room with four Ogres,
including an Ogre Shaman, an Ogre Chieftan, and two Ogre Leaders. How
you approach this fight will depend largely on the order of combat; for
me, it was Web and ranged attacks to take out the first two enemies, and
then a Fireball to weaken the other two before going in for melee. With
Chaorl wielding Fragarach, it was over pretty quickly.
One disadvantage to using the Web + missile fire strategy: you run out
of missiles pretty fast. I may need to make a run back to town unless I
find some crowwbow bolts laying around somewhere down here.
<---------------------------------------------------------------------->
8) The hallway to the southwest looks interesting; let's go down there.
It turns southeast and ends at an opening, beyond which are several of
those easy-to-kill Greater Temple Bugbears. In the alcoves off of this
room are Ogres, who aren't so easy... Off to the northeast is a bunkroom
with a ton more Bugbears. If you're not careful, this can be a nasty
fight; try to get rid of the initial bugbears first, then entice the
Ogres out 1-2 at a time, and finally deal with the bunkroom.
<---------------------------------------------------------------------->
9) The hallway to the west goes back to the first room in this section;
you can go either way you wish to get back to the door the we skipped
earlier. Be damn sure you know what you're doing before you enter this
room, as there is a fairly powerfil Wizard in here along with a couple
of Elementals (Fire and Water) and some Quasits. The old Web trick will
not work on this bunch, so be ready for some melee and spell action.
The chest is trapped and locked, but it only contains three necklaces
and a couple gems; the real loot here is on the Wizard. He drops a huge
cache of potions and other nice magical gear; too much to list in any
kind of detail.
While I was looting, identifying, and resting, two NPC's walked in and
just stood there - the Captain of the Temple Guard, and a Greater Temple
Bugbear. If this happens to you, know that you can talk to them, but
nothing seems to happen.
<---------------------------------------------------------------------->
10) Well, that seems to be the end of this section of the map, so let's
head back out to the main hallway and proceed northwest again. The hall
goes on for a good ways, then opens into a large chamber. In here is the
High Priest Hendrak, and this fight is a major one. I strongly suggest
spell-buffing before you engage - Bless, Stoneskin, whatever else you
can manage to get in place. If at all possible, try to get off several
Web spells to keep the mundane enemies at bay while you go nuts on
Hendrak.
This battle is very much dependent on combat order - even moreso than
the other ones we've fought. If you are lucky enough to get off a
Fireball before the Web, even better. No matter what, keep your magic
wielders back out of the way; let the enemies come to you. I don't
know what else to tell you, except to focus ALL your attention on the
main enemy here. Be forewarned - he can (and likely will) summon his
god (Iuz) once you get him down to Almost Dead status, and that can suck
a whole lot. If this happens, you need to go into pure defensive mode
just to survive until St. Cuthbert shows up. After that, they (Iuz and
Cuthbert) will decide to withdraw, resurrecting and healing everyone.
Basically, you restart the whole scenario without the threat of gods
intervening.
Hendrak drops a ton of potions and some very nice armor, as well as an
equally nice shield. (the armor is +11 AC, the shield is +3).
<---------------------------------------------------------------------->
11) At this point, I drop everything that I cannot find a use for; all
the gems and other nonsense that is cluttering up my inventory. From
here on out, I only care about powerful magic items. note that I was
unable to drop some things - apparently the game has a glitch of some
kind where it treats character inventory items as if they were NPC's.
This sucks a lot, but there isn't much I can do.
<---------------------------------------------------------------------->
12) Exploring the hallways off of this main chamber will reveal the
entrances to the various elemental nodes; go around and discover them
at your leisure. Do NOT enter the nodes yet, just find the entrances.
Going straight northwest up thru the center passage, you will encounter
two Shriekers (mushroom-type thingies), and assorted jams, jellies, and
molds. None of these is all that difficult - fire will easily destroy
them all in a couple of rounds. There are four chests in here; all are
trapped and locked. From left to right, they are chests 1-4...
***ITEMS***
Chest 1 Earth Temple Brown Robes x6, Wand of Lightning Bolt,
3929gp, 787sp
Chest 2 Fire Temple Crimson Robes x6, Wand of Heat Metal,
3929gp, 787sp
Chest 3 Water Temple Moss-Green Robes x6, 3929gp, 787sp
Chest 4 Air Temple Ivory Robes x6, 3929gp, 787sp
These robes will be useful when we enter the elemental nodes, so keep
them handy, or remember where they are for when you need them.
<---------------------------------------------------------------------->
13) Continuing northwest you will find several Ascomids - I'm not sure
exactly what these things are supposed to be, but they're not friendly,
so kill them. The room is a large circular arena, so I have to assume
that the presence of those bouncy things means it was used somehow for
basketball. I don't know - you tell me...
Now it's time for those elemental nodes, and we will start with the
Air Node (white). Put on the appropriate robes and head for the node
entrance, second from the right.
o======================================================================o
| |
| CHAPTER FOUR |
| |
o======================================================================o
The goal in each of the elemental nodes is the same - find the Guardian,
kill him, and retrieve the Power Stone he guards. These stones enhance
the Orb of Golden Death, adding powers, etc, to it. In each node we will
go around and kill everything that we find, although there are a few
recruitable characters to watch out for if you're in need.
Air Elemental Node {WLK040}
o======================================================================o
1) To the southwest (actually, west, then south) is an entrance to the
Fire Elemental Node - we're not going there yet, so it's safe to skip
this section of the map (you can go look if you wish, but other than the
area transition, there's really nothing here - no enemies, no nothing).
Due west you will find a cleric - this is Ashrem, and if you need an NPC
Chaotic Evil cleric, he's pretty decent. For me, however, he doesn't fit
in the party, so I kill him. No real strategy to this, just attack and
he dies.
<---------------------------------------------------------------------->
2) There are a couple of Windwalkers just to the east of Ashrem (north
of the first bridge), but as far as enemies go, they're pushovers. Go
back to where we entered and head south. Down here, just across the
bridge, are several Vortexes, and they're even easier to kill than the
Windwalkers. Whatever... kill them too. All the way to the south is an
entrance to the Water Elemental Node, where we also don't want to go
quite yet. Head back once again to the starting point.
<---------------------------------------------------------------------->
3) To the east this time, and encounter some Vapor Rats. Although I did
not think it possible, they meet their fate even easier than did the
Windwalkers and Vortexes. See why we chose this node first? Continue to
the east, then to the south, killing rats as you go. Across the bridge
is the entrance to the Earth Node - not going there yet, blah, blah,
blah... Back north to where we encountered the first rat's nest, then
head northeast. Not far and we have a choice - continue northeast, or
turn east. I like east...
<---------------------------------------------------------------------->
4) Across a bridge, standing alone, is a fighter - this is Taki, and he
is going to become a party member (at least in my game). He's a level 7
fighter with an 18 strength, and while I would really prefer to have a
spellcaster to fill the empty slot, there are none that will work well
in my party, so fighter it is...
<---------------------------------------------------------------------->
5) Back to the split and head northeast again. There is a Large Air
Elemental up here, and finally something worth our effort. Still not all
that much of a fight, but at least it took more than a round to kill.
Across the bridge is another one, and I draw him back to the party.
There's nothing else up here, so I guess it's back to the entrance.
<---------------------------------------------------------------------->
6) The only way left to go now is north, and this is where we will fight
the big battle for this node. Immediately across the first bridge are a
bunch of Ildriss - more easy enemies - then the narrow path heading to
the north. Narrow paths mean difficult tactical positions, so prepare
before heading up here - make sure you have the weapons you want, and
cast defensive spell buffs if desired (I don't bother in this node, but
definitely will in others)
<---------------------------------------------------------------------->
7) You'll know when you're getting close, because the path turns west
and it gets lighter ahead. You'll see several stalagmites lining the
path forward - just past them is the fight we're looking for. I keep
Quala and Xenth all the way back on the narrow pathway, and have the
rest of the party spread out across the entrance to this area. In spite
of their strength, the enemy combatants really have no hope of survival
in this fight. The truly dangerous enemy is Vrock; he's the Air Node
Guardian, and can be tough if he manages to get in some hits.
I move Chaorl forward just far enough to bring Vrock into view, but not
far enough to actually start the fight. Xenth throws a Fireball at him,
and that is what starts the engagement (I mean, really - wouldn't you
want a fight if someone hit you with a fireball?). From here on out, the
combat will depend a lot on the order of combat - if you're lucky, you
can deal some massive damage to this guy before he summons his allies
and moves in to attack. No matter what, melee is what wins this.
Kill him and take the Air Node Power Gem from his corpse - it will end
up automatically going into the slot on the Orb, which then gains some
new powers and abilities.
<---------------------------------------------------------------------->
8) This was just enough to gain a level for all the main party members
except Chaorl (who is only about 500 away), so I exit back to Temple
Level 4 using the door just behind where Vrock was and then level up in
the temple. I will level up Chaorl immediately when I get the chance
since he doesn't have spells, I won't need to rest when I do so.
LEVELING DETAIL
o--------------o
K'aos adds a Sorcerer level (to R4/S6), puts all his Skill points into
Tumble, and adds Flare and Fireball to his spells.
Ilana moves up to 10th level Cleric puts her Skill points into Tumble.
She adds Aid, Death Ward, and Righteous Might to her spells.
Quala also adds a level to Sorcerer (to R4/S6) and adds her Skill points
to Concentration and Tumble; she takes Ray of Frost and Magic Circle
Against Evil for her new spells.
Xenth goes up to 10th level Sorcerer; Skill points go to Concentration,
Tumble, and Spellcraft. New spells include Acid Splash (he now has all
of the Level 0 spells) and Cone of Cold.
Earth Elemental Node {WLK041}
o======================================================================o
9) This node is the eastern-most of the four nodes, and is still rather
easy to complete. Enter in the southeastern-most of the four entrances;
from here, we'll start by going south. At the first split, there is a
Galeb Duhr - no easy enemies here. Melee will take care of him; he has
about 120 hit points. Continue south to anotehr split - one path goes
southeast, the other southwest.
<---------------------------------------------------------------------->
10) To the southeast are some Chaggrin - fairly easy creatures to kill.
The path turns east past the dead Chaggrin bodies; there is a passage to
the south that turns west and loops back around past the entrance to the
Fire Node and returns to the last split.
<---------------------------------------------------------------------->
11) You can either loop all the way around, or return the way you came,
but no matter what, get back to the entrance to the path to the Fire
Node entrance. Just to the north of here are a couple of Gorgons, and
this can get nasty. It is possible to encounter them one at a time, and
that can make this much easier.
<---------------------------------------------------------------------->
12) To the east is the entrance to the Water Node, where several Gareb
Duhrs will spawn. Ugly fight, this... A Web spell will make it slightly
less ugly, but no matter what, it's a bitch to win this. In my opinion,
this is a harder fight than the Glabrezu Guardian we will encounter at
the end of this section.
LEVELING DETAIL
o--------------o
Chaorl bumps up to Barbarian Level 10, and adds Tumble skills.
<---------------------------------------------------------------------->
13) North from the Water Node entrance chamber are two Crystal Oozes;
these guys will split if hit in melee, so use fire or Magic Missiles to
kill them (a single Fireball will do it). Continue north from their
chamber to find a multi-way intersection; west leads back to where we
entered. I guess we'll be systematic and continue to explore as close
to counter-clockwise as we can... Southeast it is...
<---------------------------------------------------------------------->
14) Follow the path until you come to a lone gentleman named Jaer. He's
a first level fighter with very crappy stats, so it's okay to ignore or
kill him. You would have to be extremely desperate to even think about
recruiting this guy, and if your party is in that bad shape then what
are you doing down here in the first place? Thanks Jaer, but no thanks.
<---------------------------------------------------------------------->
15) Backtrack to the main intersection and head due east to find the
entrance to the Air Node. Nothing here, so I guess we go back and head
north from the intersection...
<---------------------------------------------------------------------->
16) Now we're getting somewhere - a Large Earth Elemental awaits in the
first small chamber, and he goes hostile right away. Magic Missiles from
everyone that can cast them, and a single hit with Fragarach, and the
elemental is dead. Continue, heading west...
<---------------------------------------------------------------------->
17) The path goes northeast and southwest, and the latter takes us back
to the entrance to this mode; the choice of direction should be obvious.
Up here you will find a Wizard named Sargen. This poses a dilemma for
me - I really do want another spellcaster, but this guy's stats aren't
all that great, and he starts out with an empty spellbook. That last
bit is pretty much a show-stopper for me, as there will be little or no
chance to get any new spells down here. Yes, I have a fair number of
scrolls, but not enough to load this guy up with anything useful. Sorry
Sargen, I guess you're on your own. Backtrack all the way down to the
entrance area...
<---------------------------------------------------------------------->
18) In the chamber to the southwest are 8-10 Gareb Duhr in residence.
Deal with them the same way as you did in the entrance to the Water
Node - Web, Magic Missiles, Shatter, anything you can bring to bear in
the way of magic attacks (since they're mostly immune to melee). Once
they're all dead, check out the chest in the western side of the cavern.
***TRAPS***
Chest
***ITEMS***
Chest Radiant Great Hammer, Aquamarine Gem
<---------------------------------------------------------------------->
19) Alright, enough of this crap... let's go get that next Power Gem.
Head northwest from the entrance area, but proceed slowly; once the
path opens into a large chamber you will find two Large Earth Elementals
and the Glabrezu Guardian. Web, Enlarge Person, Bull's Strength, and a
Bless for good measure and I'm ready to take on this challenge. If you
can manage to get just the two elementals to engage without the Glabrezu
then so much the better. No matter what, this is a much easier fight
than the Gareb Duhr we just destroyed, but you still have to take some
precautions. Kill everything, grab the Gem, and return to Level 4.
Water Elemental Node {WLK042}
o======================================================================o
20) The entrance to the Water Elemental Node is to the west and north.
Go there now, and enter... This node is a pain in the ass, although it
isn't all that hard. As usual, we start in roughly the center of the
map... and, as usual, we'll explore counter-clockwise.
<---------------------------------------------------------------------->
21) Upon arrival, you will immediately be set upon by a couple of things
called Vodyanol; these things will use Confusion and ability draining
attacks, and although they don't have a lot of hit points, they can be
a pain to kill. If your combat sequence allows it, Fireball these guys
a time or two to weaken (or even kill) them. There are many other bad
guys hanging around the various pools in here, and a confused character
is meat for them.
<---------------------------------------------------------------------->
22) We'll start by heading southwest and killing a Large Water Elemental
who is near a pool. You may also encounter Lacedon here, who are fairly
easy to kill - it's the elemental that is the real danger. Due south are
a few more Lacedons; kill them and continue south.
<---------------------------------------------------------------------->
23) You will come to a bridge to the southeast, and an open area to the
west - go west first, and follow the endge of the ice all the way around
to the north, ignoring the bridges you pass. Eventually you will find a
few Ice Lizards for your killing pleasure. These things have a very high
Magic Resistance, so melee is probably the best way to deal wtih them.
<---------------------------------------------------------------------->
24) Continue to follow the edge of the ice; it will turn east and end up
at a spot with a few Lizard Men. Easy enemies, these - a single Fireball
will kill most of them, and the rest can be mopped up when they rush the
party. Stupid Lizard Men...
<---------------------------------------------------------------------->
25) Still following the ice edge, continue east (ignoring the bridges
along the way) until you find a group of Marrows. Our goal here is to
clear the central ice plateau, then start exploring the areas on the
other side of all those bridges. There's another large group of them
just a bit further east of the first group. Kill them too...
<---------------------------------------------------------------------->
26) South from here, ignore the path east (over the small break in the
ice) is a pool with Eyes of the Deep. These things hit for some hellish
damage, and cannot be Webbed, so get on them fast and hard. Fireballs
will do some decent damage, as will Flame Strike and Magic Missiles, but
in the end they will close on the party and you will be left with no
choice but to hack them to death in melee. There are 5-6 of them here,
so take some care as you approach - if you can deal with them in groups
of one or two at a time, you will have a much easier time of this.
Continue to clear this center ice island; when it's complete you should
end up somewhere near the arch in the middle. Heal, rest, and generally
do whatever you need to do before proceeding.
<---------------------------------------------------------------------->
27) Our first foray across the bridges is due west, where we find the
entrance to the Fire Node. Thankfully, there's nothing else here, so go
back and head south along the ice edge. To the south, across the next
bridge, you will find a group of Bandits. This is almost too easy to
even be worth mentioning, but since they were here I thought it best to
tell you about them. Fireballs seem to do nothing, but they die so easy
in melee that I don't see a need to waste spells. There are several of
them in this camp, but if you approach slowly and don't cross the bridge
until the first bunch are dead, you'll be fine.
When all the Bandits are dead, there will be one left that's not hostile
and with whom you can converse. He gives you some sob story about how he
got here, and apologizes for the ambush, and generally goes on about how
great he is and all that nonsense. You can let him live, attack him, or
incite him to attack you. Whatever - he needs to die no matter how you
go about starting the fight. The bodies all have normal missiles, which
may come in handy if you're running low.
<---------------------------------------------------------------------->
28) Return to the main section and proceed east to another bridge, to
the southeast. Here there be Kapoacinth, some kind if winged beasties
that are fairly easy to kill. Do so, cross the bridge into their little
area, and then kill the rest of them. Here you will find the entrance to
the Earth Node, where we no longer need to go. Back again to the main
area and continue counter-clockwise.
<---------------------------------------------------------------------->
29) An ice path due east will take you to the entrance for the Air Node,
which is guarded by a couple of Seahags. If you remember way back to the
quest in Nulb to retrieve the Gar Corpse, there was one of these bitches
there, and she was nasty. Now, however, we're much higher level, and so
they don't stand a chance.
<---------------------------------------------------------------------->
30) All that's left now is the bridge to the northwest, and as can be
expected, this is where the Guardian and his pals are located. This time
it's a Hezrou and two Large Water Elementals, but the strategy and the
tactics are the same - approach carefully, destroy the elementals first,
then kill the Guardian and get the Gem.
One thing to note - the Hezrou has a huge amount of hit points, and is a
real bitch to put down. And, as with all the other Guardians, this one
will summon Quasits to distract you. I rarely recommend spell-buffing
before a battle, but this one and the next (the Fire Guardian) require
it - absolutely, positively require it.
When it's all over, we did gain enough experience to level up:
LEVELING DETAIL
o--------------o
K'aos adds a Ranger level (to keep his levels within two), and takes
Elementals as his new Favored Enemy (no... really?), putting the bonus
against them as well. Skill points go to Tumble, Concentration, and the
rest to Use Magic Device.
Chaorl moves up to Level 11 Barbarian and spreads his Skill points over
several areas (Tumble first to max it out; the rest are kind of useless
for him at this point).
Ilana becomes an 11th level Cleric, and puts a Skill point into
Concentration and two into Tumble. She adds Resistance, another Bless,
Bestow Curse, and Heal to her spells.
Quala has the same 'stay within two levels' issue as K'aos, so a new
level in Rogue it is. Skill points go to Tumble, Concentration, and
Spellcraft.
Xenth goes up to 11th level Sorcerer; Skill points go to Concentration,
Tumble, and Spellcraft. New spells include Bull's Strength, Dispel
Magic, Stoneskin, and Cloudkill.
Not that it really matters, but Elmo adds Resist Energy to his Ranger
spells. Hey - if you got 'em, use 'em, right?
Fire Elemental Node {WLK043}
o======================================================================o
31) The entrance to this node is... well... the only one left, and if
you can't figure out where it is, then you really should just leave. We
saved this node for last for a very good reason - we now have three of
the Elemental Power Gems for the Orb, and we can use it/them to summon
some very nice allies when we get to the Guardian here. But I am getting
way ahead of myself, so let's start with entering the node...
Thankfully we're not attacked immediately upon entering, like we were in
the Water Node. Head south from the starting point...
<---------------------------------------------------------------------->
32) Just as you cross to the next plateau, you will be attacked by a few
Fire Toads - these things are relatively easy to kill, and shouldn't be
more than a distraction. Continue south to the Earth Node entrance and
turn east.</pre><pre id="faqspan-8">
<---------------------------------------------------------------------->
33) There are Bodaks here - several of them - but they're not hard to
kill and I ended up using no spells at all. Once this island of fire is
clear, return to the Earth Node entrance and proceed west. You will find
a Sorceress here - this is Darley, and if you want/need a Chaotic Evil
spellcaster, there are worse ones to recruit. Her spells are shit, but
with a 19 Charisma she can cast a lot of them. She also has decent
Strength, Dexterity, and Constitution, so she will hold up well in a
fight. Get her if you wish (I stayed with Taki, the fighter), and then
return to the eastern path.
<---------------------------------------------------------------------->
34) The entrance to the Water Node is up here - ignore it and keep going
north. Right where you return to the central island are several Fire
Snakes and two Large Fire Elementals. Cloudkill removes the snakes, and
some massive melee action takes careof the elementals.
The western path loops back around to where we entered, so head north
and east. Just across the narrow spot in the path are a group of
Salamanders that would like nothing more than to kill you. I hate these
guys; they do some nasty damage, and have a lot of hit points. However,
as there is a narrow place in which to bottleneck them, I take advantage
and do so. Having to fight only 1-2 at a time is much better than all of
them at once - trust me...
Loot the chest they were guarding and return to the starting point.
***ITEMS***
Chest Wand:Cure Moderate Wounds, Scroll:Raise Dead,
Amulet:Wisdom +4, Radiant Great Axe
<---------------------------------------------------------------------->
35) To the north (not the northwest), where the path turns northeast,
you will find a couple of Efreeti (how do I know if they're a couple?
They could just be good friends). The aren't all that tough, and die
fairly easily. The entrance to the Air Node is up here, but nothing
else. I guess it's time to go deal with the guardian for this node.
Head back down to the starting point.
<---------------------------------------------------------------------->
36) Northwest, and the path turns north; you will eventually come upon
more Salamanders, three of them to be exact. I Web them and then kill
them with Magic Missiles; you can dispatch them any way you wish. The
path turns north west and then heads up along an edged 'hallway'. Up
here is where the main fight for this node will happen.
<---------------------------------------------------------------------->
37) You will definitely want to be fully healed, completely rested, and
generally at full strength before taking on the Balor and his friends.
I stay back by the base of the 'corridor' to do so; and get the entire
party at 100% before moving up to start this encounter. You will have
to endure a few minor enemies while resting (a Large Fire Elemental is
minor? By now, yes, it is...), but eventually you'll be ready to go.
Now, a word on spell-buffing: do it... Okay, technically that was two
words, but you get the point. Bless, Endure Elements:Fire, Protection
from Evil, Stoneskin, Resistance, and whatever else you have that will
minimize or prevent damage; Enlarge Person, Bull's Strength, and similar
spells are very helpful as well. Get as much on as you possibly can and
you might just survive this fight. When you're ready, approach just far
enough to bring the Balor's location into view, but not quite enough to
actually see him. SAVE YOUR GAME! Ready? Good, here we go...
<---------------------------------------------------------------------->
38) Did I mention that you should save the game before starting this
fight? If not, I'm doing it here - SAVE FIRST! You can thank me later,
right now we're getting involved in the biggest fight we've had so far.
The Balor will start out by trying to Charm one or more party members;
if this happens, you're screwed. His next attack will be to cast Fear;
if he succeeds, you're double-screwed. Order of combat is of extreme
importance in this fight; you want to get the chance to use the Orb of
Golden Death against him. Summon Vrock first, right next to the Balor;
this will help distract him while you deal with the Fire Elementals.
The next chance you get, summon the Glabrezu; after that, it's the
Hezrou. Other elementals can be helpful as well, but only as fodder for
his massive attacks. Spiritual Weapon can also be useful, as can any
other magic that will deal damage without having to put a character into
harms way. Magic Missiles from as many spellcasters as you have, or
whatever damage-dealing spells you can muster. Just remember that this
guy has a pretty high magic resistance, and is all but immune to fire.
Eventually he will die (explode, really), so you'll have to search the
ground for the final Power Gem. Once you have it, exit back to the 4th
level of the temple.
o======================================================================o
| |
| End of Chapter 4 Stats |
| {STATS2} |
o======================================================================o
We have completed the temple and are getting ready to head for the Final
Battle. At this point, all main party members should be at least level
10, and quite probably 11. Here's what my aprty looks like:
<---------------------------------------------------------------------->
K'aos Reynes
Male, Human, Chaotic Good
Ranger/Sorcerer, Level 5/6
HP: 125
AC: 28
STR: 24 (+7)
DEX: 16 (+3)
CON: 16 (+3)
INT: 16 (+3)
WIS: 10 (+1)
CHA: 15 (+2)
<---------------------------------------------------------------------->
Chaorl
Male, Half-Orc, Chaotic Good
Barbarian, Level 11
HP: 125
AC: 23
STR: 20 (+5)
DEX: 12 (+1)
CON: 18 (+4)
INT: 15 (+2)
WIS: 10 (+0)
CHA: 12 (+1)
<---------------------------------------------------------------------->
Ilana
Female, Half-Elf, Chaotic Good
Cleric, Level 11
HP: 82
AC: 25
STR: 18 (+4)
DEX: 16 (+3)
CON: 16 (+3)
INT: 12 (+1)
WIS: 22 (+6)
CHA: 13 (+1)
<---------------------------------------------------------------------->
Quala Thornbrecker
Female, Halfling, Chaotic Good
Rogue/Sorcerer, Level 5/6
HP: 42
AC: 23
STR: 15 (+2)
DEX: 22 (+6)
CON: 12 (+1)
INT: 15 (+2)
WIS: 13 (+1)
CHA: 14 (+2)
<---------------------------------------------------------------------->
Xenth
Male, Elf, Chaotic Good
Sorcerer, Level 11
HP: 58
AC: 24
STR: 14 (+2)
DEX: 18 (+4)
CON: 16 (+3)
INT: 16 (+3)
WIS: 11 (+0)
CHA: 18 (+4)
o======================================================================o
| |
| CHAPTER FIVE |
| |
o======================================================================o
There are several ways to go about winning the game - you can take on
Zuggtmoy (the Demon Queen) while she is at full strength; you can take
the Orb and destroy it to weaken her before taking her on; or you can
try to take the easy way out. I elect to fight her at full strength,
simply because it's the most challenging; the other options will be
explained after this section.
The Final Battle {WLK044}
o======================================================================o
1) Head back up to level one of the temple, and go to the western end of
the great hall. In front of the Throne there is now a passage you can
enter; this takes you directly to the level where the fight will happen.
You enter into a large, well-lit hall, go southwest down the first hall.
Arrange the party at the end of the hall, behind the throne and the Old
Woman, and spell buff like you really, truly mean it. I cannot stress
this enough - even if you have never had to spell-buff for any battle
so far, you will for this one.
Talk to the Old Woman with a character that is NOT carrying the Orb of
Golden Death (it gets way too complicated otherwise, and ends up with
the possibility/probability of a character being enthralled - you do NOT
want this). She will implore you to leave, but of course we have no
intention of doing that. She will then offer you the platinum pillar in
the center of the room; accept, and she casts a spell that is supposed
to make it lighter, but instead summons the Demon Queen Zuggtmoy. Here's
the fight...
Zuggtmoy will appear just over the blue circle (see why I told you to
position the party at the end of the hall?), and man is she pissed. She
starts out by summoning a number of mushroomy-things, along with a few
other fungii. These will generally appear in between her and the party,
but a couple of Fireballs (with her in range as well) will put an end
to them fairly quickly (4-5 rounds, including mopping up in melee). She
will follow that up with Fear, and then a few more summons (varies), and
then she's out of tricks. In spite of her Magic Resistance, she is kind
of susceptible to Magic Missiles and Fireballs; at the very least you
can get her down to Injured status before you actually have to engage in
combat with her. Once all her summons are dead, and you've regained at
least some of your composure (i.e. the Fear has begun to wear off), hit
her as hard as you can with as much as you've got. Pull injured party
members back to heal, then re-engage. After about 250 hit points, she
will finally die, and you'll get to watch the ending movies.
That's it - you won! Now go have a drink to celebrate...
The Final Battle - Option 2 (THANK YOU to Jagged Jim)
o======================================================================o
2) As promised, here is the second option. Instead of heading down the
portal to the chamber for the final battle, go to Hommlet instead. Go
to Burne's Tower and talk to him - he will give you a speech about how
the Orb is dangerous (Really? No Kidding?). Talk to him again and he
will reveal that if the Orb is destroyed, Zuggtmoy will be weakened. He
will tell you to talk to his apprentice, Pishella. She will do the deed
for you (destroy the Orb) if you bring her the materials she needs. Go
and find (or give her, if you have them) a Masterwork Maul (one can be
found on Temple level one), a Scroll:Gust of Wind (Dungeon level three),
a Scroll:Fireball (must be scribed), and a vial of Holy Water (Calmert
at the Church of St. Cuthbert has some). Pishella will then destroy the
Orb, and you will have four days (no more) to return to the Temple and
defeat Zuggtmoy. The fight is about the same, but she has fewer hit
points, and probably fewer summons as well. Done, and done...
The Final Battle - Option 3
o======================================================================o
3) This really is the cheaters way to win, but if you're having too much
trouble killing Zuggtmoy (or just want this thing to be over), then this
is the way to do it. Talk to the Old Woman, go thru the same dialog
options, but refuse to take the pillar. She disappears, and you can raid
the throne in the room for the gems that are hidden there. Apparently
these were binding Zuggtmoy to this plane and she will be banished when
you take them. This really is an unsatisfying way to win the game, but
hey - it is an option, so in the interest of completeness I included it.
o======================================================================o
| |
| Version Updates {VER001} |
| |
o======================================================================o
Version 1.00
<---------------------------------------------------------------------->
* Original FAQ document
o======================================================================o
| |
| Thanks {TNX001} |
| |
o======================================================================o
*o* First and foremost, I must thank Haeravon for his encouragement
and guidance while I wrote this guide. His dedication to the
craft of FAQ writing is truly inspiring, and this guide owes its
very existence to that dedication. While we have collaborated
on several guides before, having our roles reversed for this one
was truly a great experience. Thank you sir.
*o* To Jagged Jim, whose guide I used early on to get thru the game
a few times before starting on writing this FAQ. While this
document was written based on my own game, I did use his a few
times to double-check myself; I also took several things from
it to show the alternative paths, etc, and am hereby giving
credit for his work.
*o* Last, but by no means least, my wife, who put up with endless
hours of my absence during the course of this work. I love you.
*** END OF FILE ***