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PARTY
CREATION GUIDE NPCs ITEMS CIRCLE OF EIGHT
HOMMLET MOATHOUSE
NULB
TEMPLE ELEMENTAL NODES ENDGAME
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CREATING
SOME ITEMS FOR YOUR PARTY
After
racking up some dough for rescuing both Prince Thrommel and Countess
Tillahi, its time for my party artificer, Valarian,
to go to work.
Craft
Wondrous Items
Whenever
you select Craft Wondrous Items from the Radial Menu, you’ll get
a screen that provides a complete list of the items that you can
make. When you click on that item, you’ll get a description of what
the item does, the experience point cost to make it, and the gold
cost.
With
the gold collected from Lord Grundwell and Countess Tillahi, I then
proceed to make these items immediately (most of which require 1,440
xp and 18,000gp):
- Amulet
of Health +6 for Sir Tirion
- any class will benefit from +3 hit points per level, especially
fighters.
- Amulet
of Health +6 for Valarian
– I’ve used the guy in decoy and sideline warrior roles, so it
well behooves me to boost his hit points.
- Headband
of Intellect +6 for Valarian – This item provides a considerable
boost to both his powers as a Wizard and his skills as a Rogue.
- Gloves
of Dexterity +6 for Valarian – To improve his rogue skills and
his Evasion ability.
- Cloaks
of Resistance +3 for Alliria,
Ferofist, and Valarian
(360xp and 4,500gp) – A +3 bonus to all saving throws is always
welcome.
- Circlets
of Persuasion for Sir Tirion and Lanatir
– adds a +2 bonus to any skill checks involving Charisma.
Of
course, the obvious problem with this is that it drains Valarian’s
experience points. But it isn’t really that big a deal. Places like
the Deklo Grove and Imeryds
Run allow you to recoup the experience points. Furthermore,
Valarian will in some ways benefit from the Challenge Rating system
whereby higher-level characters earn less experience from battles
than lower-level characters would. As such, Valarian doesn’t fall
too far behind, and will catch up well before the endgame.
Along
the way, Valarian will craft the remaining items when the party
amasses enough gold. Worry not. There’s more than enough treasure
to be discovered in the Temple of Elemental Evil to finance such
ambitions. Those remaining items are:
- Cloak
of Charisma +6 for Sir Tirion – Being a Paladin, the cloak improves
his Smite Evil power, his Lay on Hands ability, his conversational
skills, and his saving throws all at once.
- Cloak
of Charisma +6 for Lanatir – This improves my sorcerer’s spell
casting power dramatically.
- Gloves
of Giant Strength +6 for Sir Tirion – Being a melee fighter and
all.
- Gloves
of Giant Strength +6 for Ferofist – I also use Ferofist in melee
combat a lot.
- Gloves
of Giant Strength +6 for Alliria – I justify this on the basis
of finding the Troll Bone
Armor for her.
- Amulet
of Wisdom +6 for Alliria – This improves Alliria’s spellcasting
powers considerably. I won’t make one for Ferofist, since I’ll
find an Amulet of Wisdom
+4 later on. Good enough by my reckoning.
- Bracers
of Greater Archery for Valarian (1000xp and 12,500gp) – Sometimes
I employ Valarian as an archer, and this certainly helps.
I won’t
make Bracers of Armor for Lanatir, because I’ll find them in the
Temple anyway.
Craft
Magic Arms and Armor
This
feat requires you to have either a masterwork item, or a weapon
or armor that has already been enchanted to at least +1. The maximum
enchantment that an item can have is +3. What you need to do is
to have the item in the inventory of your spellcaster. The spellcaster
then activates his feat from the radial menu. The items that he
can enchant will show up in the menu. If a possible enchantment
is highlighted in white, it means that he can place that enchantment
upon the weapon. If the option is highlighted in blue, it means
that the item already has that enchantment. If the option is highlighted
in grey, it means that somehow the player is unable to select that
enchantment, whether because he or she lacks the needed xp, gold,
or spells.
To
raise the enchantment, from +1 to +2 for example, you only need
experience points and gold. On the other hand, certain modifications
require the artificer to have certain spells and a certain caster
level as prerequisites. These requirements for the most part can
be found in the Dungeon Master’s Guide 3.5e. However, somebody named
silverdragon72 posted information specific to ToEE on the Gamebanshee
forums. That information is now provided below.
Flaming
– weapon scores +1d6 fire damage with each hit
Prerequisites: 8th level caster and Flame Blade, Flamestrike, or
Fireball
Weapon must be at least +1
Frost
– weapon has a +1 bonus and scores +1d6 cold damage with each hit
Prerequisites: 8th level caster and Chill Metal or Ice Storm
Weapon must be at least +1
Shock
– weapon has a +1 bonus and scores +1d6 electrical damage with each
hit
Prerequisites: 8th level caster and Call Lightning or Lightning
Bolt
Weapon must be at least +1
Keen
– doubles the critical hit range of the weapon; apparently it works
just as well for blunt weapons.
Prerequisites: 10th level caster and Keen Edge.
Weapon must be at least +1
Mighty
Cleaving – Weapon has a +1 bonus and confers one additional
Cleave attack each round.
Prerequisites: 8th level as a divine spellcaster
Weapon must be at least +2
Icy
Burst – Weapon inflicts 1d10 cold damage on a critical
hit. If critical multiplier is x3, then cold damage is 3d10.
Prerequisites: 10th level caster and Chill Metal or Ice Storm.
Weapon must be at least +2
Shocking
Burst – Weapon inflicts 1d10 damage on a critical hit.
If critical multiplier is x3, then cold damage is 3d10.
Prerequisites: 10th level caster and Call Lightning and Lightning
Bolt.
Weapon must be at least +2
Holy
– Weapon inflicts an extra +2d6 damage against evil opponents.
Prerequisites: 7th level good-aligned caster and Holy Smite
Weapon must be at least +1
Unholy
– Weapon inflicts an extra +2d6 damage against good opponents.
Prerequisites: 7th level evil-aligned caster and Unholy Blight
Axiomatic
– Weapon inflicts an extra +2d6 damage against chaotic opponents.
Prerequisites: 7th level lawful-aligned caster and Order’s Wrath
Weapon must be at least +2
Anarchic
– Weapon inflicts an extra +2d6 damage against lawful opponents.
Prerequisites: 7th level chaotic-aligned caster and Chaos Hammer
Weapon must be at least +2
My
own additions:
Spell
Resistance [13] – This option enchants an armor so as to
provide a +13 Spell Resistance bonus to its wearer.
Silence
– This option enchants an armor so as to provide a bonus to Move
Silently checks.
Here
are the improvements that I made.
Sir
Tirion:
- Ferofist takes the Flaming
Long Sword +1 and boosts it to a Flaming Holy Sword +3 of Mighty
Cleaving. Now my Paladin truly rocks.
- Full Plate +1 to +3.
- War Hammer +2 to +3.
Ferofist:
- Ferofist transforms his Great
Cleaver to a Holy Great Cleaver +3.
- Holy Mace +1 to +3.
Alliria:
- Ferofist transforms the Dagger
of Venom +1 to a Holy Dagger of Venom +3.
- Troll Bone Armor to Troll
Bone Armor +3.
Valarian:
- Long Bow +1 to Long
Bow +3.
Where
the armors were concerned, Spell Resistance of only 13 and Silence
didn’t seem that big a deal to me.
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