Game Guide & Walkthrough For The Circle of Eight Modpack New Content Edition

Discussion in 'Guides and Help Threads' started by gazra_1971, Jan 12, 2011.

  1. gazra_1971

    gazra_1971 Knights of Legend

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    Do not post replies in this thread! If you have any questions and/or comments, then post them elsewhere in the Temple of Elemental Evil forum.

    Before you install or play the Circle of Eight Modpack, read the following 2 links:

    http://www.co8.org/forum/showthread.php?t=7737

    http://www.co8.org/forum/showthread.php?t=9956



    In the Performance tab of the Game Options screen in the Options screen in the game's main menu, make sure that you have the setting End Turn after Default Action disabled and the setting End Turn with Time Remaining set to Never for the best gaming experience. During combat, this will allow you to move your characters after they have attacked, such as taking a 5 foot step. You now end your character's turn by pressing the space bar.



    This game guide is a work-in-progress. I will continually update it. Check the date at the bottom of the post to see the last time that I edited this game guide to see if you have the latest version of this game guide. If you wish to submit any corrections/information/tips to add to this game guide, then send me a private message containing any corrections/information/tips and I will include your information/tips in this game guide as well as a reference that you are the author of the information/tips.


    Table of Contents

    1. Circle of Eight Modpack 8.1.0 New Content Edition

    1.1 How to uninstall obsolete versions of the Circle of Eight Modpack

    1.2 Optional portraits

    1.3 Things that cause the game to crash to desktop or lag

    1.4 Minimizing problems with the game

    1.5 How to increase the non-combat running speed of your party

    1.6 Game saves

    1.7 Weapons that you can't use

    1.8 Safe resting places

    1.9 Arcane (wizard) spell scrolls that you can find/loot/steal

    1.10 Holy weapons that you can find/loot/steal/buy

    1.11 Items/spells/feats that don't work

    1.12 Useless items

    1.13 Rules differences between D&D 3.5 and this computer game

    1.14 Items that you can enchant

    1.15 Crafting arms and armour and wondrous items

    1.16 To-hit modifiers

    1.17 Weapon Focus starting weapons

    1.18 Useful information about the game

    1.19 Where to get the most money when selling items

    1.20 In-game tips

    1.21 Opponents' stats

    1.22 Recruitable NPCs

    1.23 Cheat codes

    1.24 List of game areas for use with the cheat codes

    1.25 List of quests for use with the cheat codes

    1.26 List of reputations for use with the cheat codes

    1.27 List of items for use with the cheat codes

    1.28 Modding the game

    2. Walkthrough

    2.1 Hommlet

    2.2 Welkwood Bog

    2.3 Deklo Grove

    2.4 Moathouse Ruins

    2.5 Nulb

    2.6 Emridy Meadows

    2.7 Temple of Elemental Evil interior

    2.8 Temple of Elemental Evil dungeon level 1

    2.9 Broken Tower outside Temple of Elemental Evil

    2.10 Arena of Heroes

    2.11 Temple of Elemental Evil dungeon level 2

    2.12 Temple of Elemental Evil dungeon level 3

    2.13 Temple of Elemental Evil dungeon level 4 (the Greater Temple)

    2.14 Imeryds Run

    2.15 Earth Node

    2.16 Air Node

    2.17 Zuggtmoy's prison

    2.18 Verbobonc

    2.19 Frozen Assets quest and Under Attack from Underground quest

    2.20 The Rabbit Hole quest

    2.21 What Lies Beneath quest

    2.22 3 Fugitives quests

    2.23 Monster Mash quest

    2.24 The Gremlich quest

    2.25 Contract on Canon Thaddeus quest (evil quest)

    2.26 Moathouse Respawn and Gnarley Forest

    2.27 Hickory Branch

    2.28 The Slave Traders quest

    2.29 The War of the Golden Skull

    2.30 Tools of the Trade quest and Hommlet Quarry

    2.31 Water Node

    2.32 Fire Node

    2.33 Demons and Demigods quest

    2.34 Special random encounters

    3. Tips on successful gaming


    1. Circle of Eight Modpack 8.1.0 New Content Edition

    The computer game The Temple of Elemental Evil is available to buy from Good Old Games at the following link:

    http://www.gog.com/game/the_temple_of_elemental_evil




    The official Atari patch 1 and official Atari patch 2 are available to download from the following links (note: do not install the patches if you are using the Good Old Games version or the Anthology version of the game because those versions of the game are already patched):

    ftp://ftp.infogrames.net/patches/toee/TOEE_PATCH1_ENU.EXE

    http://www.sorcerers.net/Games/dl.php?s=ToEE&f=../Games2/ToEE/TOEE_PATCH1_ENU.EXE




    ftp://ftp.infogrames.net/patches/toee/TOEE_USA_ANY-PATCH2.EXE

    http://www.sorcerers.net/Games/dl.php?s=ToEE&f=../Games2/ToEE/TOEE_USA_ANY-PATCH2.EXE




    You need Java 7 (or later) installed on your computer in order to be able to install the Circle of Eight Modpack 8.1.0 New Content Edition




    The Circle of Eight Modpack 8.1.0 New Content Edition is available to download from the following link:

    http://www.moddb.com/mods/circle-of-eight-modpack/downloads/circle-of-eight-modpack-810-new-content-edition




    Temple+ is available to download from the following link:

    http://www.moddb.com/mods/temple1

    Support for Temple+ is available at the following link:

    http://www.rpgcodex.net/forums/index.php?forums/toee-modding.98/




    Originally posted by Gaear:



    You can download the latest version of TFE-X from the following link:

    http://www.co8.org/forum/showpost.php?p=123906&postcount=1

    Originally posted by Agetian:



    Bug Fixes:

    The spell Read Magic doesn't work. To fix the spell, do the following:

    Originally posted by Sitra Achara:



    Gremag's dialogue is bugged. To fix the bug, download the following file and replace Gremag's old dialogue file in the \data\dlg\ subdirectory of your game directory (folder):

    Originally posted by Sitra Achara:



    Originally posted by Sitra Achara:



    Originally posted by Murlynd:



    Updated traders' (Rannos Davl and Gremag) files to fix their dialogue and behaviour:

    Originally posted by Sitra Achara:



    To fix a bug with the NPC Dala if she pickpockets you and you start a fight in the Waterside Hostel in Nulb, replace your old file with the new file below (and delete the .pyc file of the same name if it already exists):

    Originally posted by Sitra Achara:



    The following is intended to be in the "Minimizing problems with the game" section but I can't fit it in there due to the 25000 character limit in a post in this forum:

    Originally posted by marc1967:



    "I'm getting a spell permanency from protection from elements (fire) and jaroo can't fix it on 2 of my pc's."

    Originally posted by marc1967:
     
    Last edited: Jul 23, 2016
  2. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    1.1 How to uninstall obsolete versions of the Circle of Eight Modpack

    Originally posted by Gaear:
    1.2 Optional portraits

    For additional portraits and the instructions on how to install them, click on the following link:

    http://www.co8.org/forum/showthread.php?t=7735

    Originally posted by Gaear:

    1.3 Things that cause the game to crash to desktop or lag

    Originally posted by The Royal Canadian:
    • If you play the game with a solo PC, then the game may crash the instant that your PC has a random encounter while travelling on the world map.

      Originally posted by Shiningted:
    • Some players have reported that if they select the 'disable intro' option in TFE-X, then their game freezes within a few seconds of loading the game's main menu. If this happens to you, then you need to select the 'enable intro' option in TFE-X. Circle of Eight forum member Rocktoy reported that pressing Alt Tab got his game working again after it froze at the game's main menu.

    • Some players' games crash the instant that they try to leave the start shop (i.e. when they activate the portal). If this happens to you, then it means that your computer has a problem playing the game's cutscenes. You solve the problem by either disabling 'scaling' in your video card's driver software or by renaming all of the .bik files in your \data\movies folder within your Temple of Elemental Evil game folder (if you rename all of the .bik files, then you'll miss out on all of the cutscenes during the game, but at least you'll be able to play the game).

    • Saving the game during combat may cause the game to crash to desktop. But don't worry, the game will save the game successfully before the game crashes to desktop.

    • The game will crash to desktop if the name is too long for an item that you attempt to craft. When crafting items, always keep item names relatively short.

    • Opening the Logbook interface and then left-clicking on a different tab (e.g. "Hommlet & Verbobonc", "Nulb", or "Temple") than the tab that is currently active in the Quests interface may cause the game to crash to desktop.

    • When quitting the game from the game's main menu, the game may crash to desktop. I believe that this does not have any adverse effect on your game.

    • The game may crash to desktop the instant that you kill the Balor Guardian. If this happens, then you will just have to redo the combat until the game doesn't crash during the combat.

    • When fighting the Balors in the 'Demons & Demigods' quest, it is imperative that none of your party's characters get dominated by a Balor or that you break the enchantment of a dominated character as soon as possible, otherwise the game will CTD (crash to desktop) during the combat.

    • The game may sometimes lag in the Fire Node, Air Node, Earth Node, the Fire Temple, the large corridor above and to the left of the Water/Air/Fire Temples, and especially in the Greater Temple (i.e. the Temple of Elemental Evil dungeon level 4) (especially during or just after the combat against Hedrack) (I've experienced lag lasting up to 2 minutes in the Greater Temple! Scrolling the screen while your party is running tends to trigger lag - it's best to only scroll your screen when your party is stationary).

    • Selecting more than 4 targets when casting Chain Lightning will cause the game to crash to desktop.

      Originally posted by Oleg Ben Loleg:
    • It has been reported by 2 players that the game may crash when changing maps or getting random encounters while the spell Mordenkainen's Faithful Hound is in effect.
    Originally posted by Gaear:
    1.4 Minimizing problems with the game

    The game is prone to the secret doors bug (where on some playthroughs, you won't be able to discover ANY secret doors in the game due to a bug, even though your characters should be able to detect the secret doors). If this happens, then you can talk to Jaroo (the druid in the tree-house at Hommlet) and he will allow you to detect ALL secret doors from then on.

    Originally posted by Sitra Achara:
    Originally posted by Ham08:
    Originally posted by Orcshein:
    Originally posted by sirchet:
    Keep a LOT of game saves in case this computer game corrupts all of your game saves from a certain point in the game onwards. That way, you can roll back to a game save that isn't corrupt and continue playing the game without having to redo too much of the game, and without having to reactivate the game and start the game all over again.

    As soon as you experience a malfunction while playing this game, it is advisable to immediately quit the game, then either reboot your computer (for added safety) or just run the game and then load your last game save before you experienced the malfunction.

    During the War of the Golden Skull, a character in your party may cause combat to pause indefinitely if that character fires a missile weapon during combat. If this happens, then the only way to get the combat to start working properly again is to go into the currently selected character's inventory and drag any potion or a Rope of Entanglement (or any other usable item) that is in that character's inventory over to the Use an item button. You'll get a pop-up error message stating that the item can't be used, but the combat will start working properly again now.

    There is a known bug with using metamagic feats with a multiclass character that has more than one spellcasting class. See the following link for the details of this bug:

    http://www.co8.org/forum/showpost.php?p=114030&postcount=9

    Originally posted by Skittles:
    During combat, if the characters in your party can no longer move at all during their turn, then save the game, quit the game, run the game again, and load your game save. This will allow all of the characters in your party to be able to move again during that combat.

    If any of the characters in your party come under a permanent effect of a spell (e.g. Hezrou Stench) or permanently have their speed reduced when it shouldn't be, then have such affected characters talk to Jaroo Ashstaff (Druid) (in the tree-house which is building #9 in Hommlet) and talk to Jaroo about "spell permanency". Jaroo will then kill your character and resurrect your character (which will hopefully cure your character from the spell permanency or speed reduction).

    [​IMG]

    If you have a stack of spell scrolls (that are all the same spell) and use one of those spell scrolls, then the entire stack of scrolls will most likely disappear.

    Originally posted by Barles:
    Originally posted by Gaear:
    Shiningted's fix for removing permanent "spell objects" from Player Characters' inventories:

    Originally posted by Shiningted:
    Originally posted by edmortimer:
    messedup:
    Originally posted by Oakheart:
    Originally posted by biobaba:
    Originally posted by chano:
    How to remove a PC from your party if you have more than 5 PCs in your party:

    Originally posted by Sitra Achara:
    If you discover a secret door icon but don't use the secret door to travel to another map, then you can't find and use the secret door on the other map that the secret door that you found leads to.

    If you are unable to find any secret doors in the game and you want to get the Orb of Golden Death, then you will need to cast Clairvoyance and Dimension Door to access the Orb of Golden Death.

    In order to loot corpses that are underwater, you have to observe the circular water ripples that randomly trigger just above where corpses are underwater, then move your mouse pointer slightly down from where the circular water ripple originated from and hopefully the corpse will be highlighted so that you can click on the corpse to loot it.

    Originally posted by xraygord:
    Originally posted by Daryk
    Originally posted by Goshi3156
    When your party is near any A.I. caster who auto-casts pre-buff spells when the player's characters come into close proximity of the A.I. caster (such as Hedrack), if any of your casters attempt to cast a spell while an A.I. caster is auto-casting a pre-buff spell, then your caster ends up casting the pre-buff spell that the A.I. caster was auto-casting instead of the spell that you commanded your caster to cast.

    There is a known bug where killing opponents without doing any Hit Point damage to them but from spells such as Phantasmal Killer, Weird, and constitution loss from the spell Cloudkill will cause you to not receive any XP for killing those opponents.

    Originally posted by Sitra Achara:
    Originally posted by Corwyn:

    Originally posted by hellblazer:

    1.5 How to increase the non-combat running speed of your party

    While in the game (not the game's main menu, but when your character(s) are in an area in the game world), open the console by pressing Shift ~

    Type the following lines (press the Enter key after you've typed each line):

    from Co8 import *

    speedup()


    Close the console by pressing Shift ~

    Originally posted by Sitra Achara:
    1.6 Game saves

    The game saves are stored in the following subdirectory of the game's folder:

    \modules\ToEE\Save\



    Originally posted by Gaear:
    Originally posted by Dreddnawt:
     
    Last edited: Apr 25, 2015
  3. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    1.7 Weapons that you can't use

    Dwarven Urgrosh
    Light Pick
    Orc Double Axe (there's only 1 Orc Double Axe in the game and it is an unholy weapon)
    Punching Dagger

    1.8 Safe resting places

    The following areas are safe to rest in (i.e. they are "green tent" areas):

    Moathouse tower

    Lord Hungous' cave at Hickory Branch

    The secret spiral staircase in the Temple of Elemental Evil

    Wonnilon's hideout (Temple of Elemental Evil dungeon level 1)

    1.9 Arcane (wizard) spell scrolls that you can find/loot/steal

    * these scrolls are only available if you steal from or kill or recruit Burne.

    Animate Dead (Lareth's Dresser in moathouse dungeon)
    Animate Dead (Romag's Chest in Temple of Elemental Evil dungeon level 1)
    Burning Hands (Falrinth's Second Chest in Temple of Elemental Evil dungeon level 3)
    Cause Fear (Mathel's Chest in Welkwood Bog)
    Chill Touch (Mathel's Chest in Welkwood Bog)
    Detect Magic (Falrinth's Second Chest in Temple of Elemental Evil dungeon level 3)
    Dimension Door (Falrinth's Second Chest in Temple of Elemental Evil dungeon level 3)
    Dimension Door (Banshee Chest in Temple of Elemental Evil dungeon level 3)
    Dimension Door (Chest in pit at Hickory Branch)
    Disintegrate (Darlia's corpse/inventory)
    Dispel Magic (Alrrem's corpse/inventory in Temple of Elemental Evil dungeon level 2)
    Dispel Magic (on table in room where Dazed Concubine & Exotic Concubine are in Temple of Elemental Evil dungeon level 4)
    * Dominate Monster (Burne's corpse/inventory)
    Extraplanar Chest (Lareth's Dresser in moathouse dungeon)
    Extraplanar Chest (Lareth's Dresser in moathouse dungeon)
    Fireball (reward for completing Burne's puzzles)
    Fire Shield (Falrinth's corpse/inventory in Temple of Elemental Evil dungeon level 3)
    Glitterdust (reward for completing Burne's puzzles)
    Gust of Wind (Banshee Chest in Temple of Elemental Evil dungeon level 3)
    * Hold Monster (Burne's corpse/inventory)
    Hold Person (Falrinth's Second Chest in Temple of Elemental Evil dungeon level 3)
    * Ice Storm (Burne's corpse/inventory)
    Identify (Falrinth's Second Chest in Temple of Elemental Evil dungeon level 3)
    Knock (crayfish's loot in moathouse dungeon)
    Lesser Globe of Invulnerability (Falrinth's Second Chest in Temple of Elemental Evil dungeon level 3)
    Lightning Bolt (Falrinth's Second Chest in Temple of Elemental Evil dungeon level 3)
    * Mirror Image (Burne's corpse/inventory)
    Mirror Image (Falrinth's Second Chest in Temple of Elemental Evil dungeon level 3)
    Otiluke's Resilient Sphere (Werewolves' Chest in Temple of Elemental Evil dungeon level 2)
    Protection from Evil (Ivory Chest in moathouse tower)
    Ray of Enfeeblement (Mathel's Chest in Welkwood Bog)
    Ray of Enfeeblement (Ivory Chest in moathouse tower)
    * Read Magic (Burne's corpse/inventory)
    Remove Curse (Banshee Chest in Temple of Elemental Evil dungeon level 3)
    Resist Energy (Priest's corpse/inventory in Water Temple)
    Shield (Feldrin's Chest in Temple of Elemental Evil dungeon level 2)
    Shocking Grasp (Ghasts' Chest in Temple of Elemental Evil dungeon level 1)
    Stinking Cloud (crayfish's loot in moathouse dungeon)
    Teleport (Banshee Chest in Temple of Elemental Evil dungeon level 3)
    * Web (Burne's corpse/inventory)
    * Web (Burne's corpse/inventory)

    1.10 Holy weapons that you can find/loot/steal/buy

    Holy Longsword +1 (given to you by Filliken once you have convinced his daughter Meleny to marry you and once you have gotten Filliken's other daughter married to the Hommlet carpenter's brother)

    Holy Mace +1 (heavy mace) (there is a 10% chance that Calmert has this weapon for sale)

    Holy Mace +1 (heavy mace) (Calmert's corpse/inventory)

    Holy Ranseur +1 (secret room adjacent to Air Temple)

    Fragarach (+4 Holy Anarchic bastard sword) (Prince Thrommel's corpse/inventory) (-1 temporary negative level to any lawful character that wields this weapon)

    Scather (+4 Holy Anarchic bastard sword) (given to you by Prince Thrommel's envoy as reward for rescuing Prince Thrommel) (-1 temporary negative level to any lawful character that wields this weapon)

    Thorned Chains of Love +1 (Holy Spiked Chain +1) (Banshee Chest in Temple of Elemental Evil dungeon level 3)

    Holy Light Crossbow +1 (there is a 20% chance that Aerich Dragonsbane has this weapon for sale in his 'Dragonsbane Bows and Fletchings' shop in Verbobonc)

    Holy Mace +1 (heavy mace) (Canon Ramses' corpse/inventory)

    Holy Bastard Sword +1 (Wilfrick's corpse/inventory)

    Holy Mace +1 (heavy mace) (Canon Thaddeus' corpse/inventory)

    Moradin's Soul Hammer +1 (Holy Axiomatic Defending greathammer) (uses the warhammer weapon proficiency) (Chest in Earth Node (to the left of the entry point))

    Holy Greataxe +1 (Chest in Fire Node (to the right of the entry point))


    1.11 Items/spells/feats that don't work

    Items:

    Necklace of Adaption (immunity to the first Cloudkill spell, then item becomes useless)


    Spells:

    Death Ward (doesn't protect against Weird and Phantasmal Killer)
    Detect Magic
    Detect Secret Doors
    Heroes' Feast (the spell only removes bad effects instantaneously - the spell does not provide any protection over time)
    Magic Circle Against Evil (doesn't protect characters within the circle from attacks made by non-good summoned creatures)
    Remove Curse (functions somewhat depending on the source of the effect)
    Remove Fear
    Remove Paralysis (functions somewhat depending on the source of the effect)
    Warp Wood


    Feats:

    The special rogue feat 'Opportunist' seems to not always work when it is supposed to.


    1.12 Useless items

    The following items have no function in this computer game:

    Gold Crown Badge of Furyondy
    Silver Star Badge of Veluna
    Unicorn Ring
    Vial of Orc Blood

    Antonio's Mace is a nonmagical mace that is worth approximately 1000 Gold. It is a quest item.

    1.13 Rules differences between D&D 3.5 and this computer game

    (note: this is an incomplete list)

    • In this computer game, the spell Charm Person makes the target fight for you, similar to the spell Dominate Person (which makes the spell WAY overpowered!).

    • In this computer game, the spell Charm Monster makes the target fight for you, similar to the spell Dominate Monster (which makes the spell WAY overpowered!).

    • when a tower shield is wielded, the -2 penalty to Attack rolls is not implemented in this computer game.

    • when both a buckler and a 2-handed weapon are wielded, the 1.5x Strength Modifier bonus to damage is not implemented in this computer game.

    • glaives, longspears & ranseurs can hit opponents only 5 feet away in this computer game (which makes them overpowered).

    • The spell Haste is stackable with itself in this computer game (which makes the spell insanely overpowered!).

    • the kukri is an exotic weapon in this computer game (it's a martial weapon in D&D 3.5)

    • trolls don't have the special attack Rend in this computer game.

    • druids are able to cast druidic spells while wielding metallic shields in this computer game.

    • you can recover half of the XP that a character loses due to death by casting Restoration on a character brought back to life in this computer game.

    • In this computer game, I suspect that you may be able to enchant bludgeoning weapons with the ability Keen (which you are not supposed to be able to).

    • Circle of Eight forum member sirchet claims that using a scroll does not provoke an attack of opportunity in this computer game.

    • Circle of Eight forum member Metathiax claims that the Knock spell also appears to disarm any traps.

    • Circle of Eight forum member Metathiax claims that the Whirlwind Attack feat allowed him to Cleave and Great Cleave (which he doesn't think should be allowed according to the 3.5E rules).

    • this computer game uses D&D 3.0 core rules for tumbling (which makes tumbling overpowered in this computer game).

    • Circle of Eight forum members Corethian and hellblazer claim that the rogue feat Crippling Strike only does 1 Strength damage in this computer game instead of 2 as it is supposed to do.

    • In this computer game, the spell Protection from Evil continues to protect the recipient from the natural weapon attacks of summoned non-good creatures even after the recipient has attacked the summoned creature, which makes the spell overpowered.

    • Any recruitable NPC that is in your party can use any weapon (even exotic weapons) without suffering the normal -4 penalty to hit for not being proficient with the weapon.

    Originally posted by Ausdoerrt:
    Originally posted by G3N13:
    Originally posted by hellblazer:

    1.14 Items that you can enchant

    All masterwork weapons/armour can be enchanted to +1 or +2 or +3 weapons/armour. All Mithral armour/shields are also considered masterwork armour/shields. All Darkwood shields are also considered masterwork shields. The following items are also considered masterwork items (and can therefore be enchanted):

    (incomplete list)

    Adamantium Breatplate
    Barbarian Armor
    Black Elven Chain (elven chain +3)
    Black Plate
    Blue Elven Chain (elven chain +3)
    Bugbear Iuz Shield
    Bugbear Spiked Air Shield
    Bugbear Spiked Earth Shield
    Bugbear Spiked Fire Shield
    Bugbear Spiked Temple Shield
    Bugbear Spiked Water Shield
    Darkwood Buckler
    Dragonhide Plate
    Dwarven Plate
    Green Elven Chain (elven chain +1)
    Hero's Shield (Metal Tower Shield +1)
    Large Darkwood Shield
    Large Mithral Shield
    Mithral Buckler
    Mithral Plate
    Mithral Shirt
    Purple Elven Chain (elven chain +2)
    Red Forge Plate
    Royal Armor
    Silver Light Mace
    Troll Bone Armor
    Wooden Elvish Shield

    1.15 Crafting arms and armour and wondrous items

    In this computer game, the maximum enhancement bonus that you can enchant weapons and armour with is +3.

    In this computer game, an enchanted weapon can only have a maximum of 4 different types of enchantment damage (not including a weapon's enhancement bonus, such as a +3 weapon). For example, if you enchant a weapon with the '+3', 'Holy', 'Axiomatic', 'Flaming Burst', 'Icy Burst', and 'Shocking Burst' properties, then the weapon will only do +3, Holy, Flaming Burst, Icy Burst, and Shocking Burst damage (i.e. it won't do Axiomatic damage as well), so choose wisely when enchanting weapons.

    CL = Caster Level

    In this computer game, you can enchant masterwork or magical weapons with the following abilities:

    Anarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.
    Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Price +2 bonus.

    Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.
    Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armor, order’s wrath, creator must be lawful; Price +2 bonus.

    Defending: A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
    Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1 bonus.

    Flaming: A flaming weapon is sheathed in fire. The fire does not harm the wielder. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
    Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.

    Flaming Burst: A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
    Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.

    Frost: A frost weapon is sheathed in icy cold. The cold does not harm the wielder. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
    Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1 bonus.

    Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.
    Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price +2 bonus.

    Icy Burst: An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
    Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.

    Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
    Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.

    Mighty Cleaving: A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round.
    Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price +1 bonus.

    Shock: A shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
    Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus.

    Shocking Burst: A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
    Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +2 bonus.

    Unholy: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.
    Moderate evocation [evil]; CL 7th; Craft Magic Arms and Armor, unholy blight, creator must be evil; Price +2 bonus.



    In this computer game, you can enchant masterwork or magical armour with the following abilities:

    Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer’s Move Silently checks. (The armor’s armor check penalty still applies normally.)
    Faint illusion; CL 5th; Craft Magic Arms and Armor, silence; Price +3,750 gp.

    Spell Resistance: This property grants the armor’s wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.
    Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).




    For a list of the requirements to make all of the craftable items in the game, download the following Excel spreadsheet made by The Royal Canadian & taltamir from the following link:

    http://www.co8.org/forum/attachment.php?attachmentid=4777&d=1271992234

    For all of the information on Crafting Wondrous Items, see the following link (courtesy of green slime):

    https://docs.google.com/spreadsheets/d/1moOmTYuOHcDksS15oImamcyOGP1dOXFJN1U5eEcGb60/edit?usp=sharing

    If the above link doesn't work, then you can download an Excel spreadsheet from the following link:

    http://www.co8.org/forum/showpost.php?p=105820&postcount=19

    Note: If you don't have Microsoft Office, then you can use the free application OpenOffice.org to view the Excel spreadsheets.

    1.16 To-hit modifiers

    Melee-only attack modifiers:
    +2 Charging
    +2 Flanking
    +4 Target Prone
    -# Two-Weapon Fighting
    -1 Buckler equipped while using 2-handed or off-hand weapon
    +# Belt of Giant Strength
    +1 Gauntlets of Ogre Power (bonus does not stack with Belt of Giant Strength or Pale Blue Ioun Stone)
    +1 Pale Blue Ioun Stone (bonus does not stack with Belt of Giant Strength or Gauntlets of Ogre Power)
    -1 Rusty Weapon

    Ranged-only attack modifiers:
    +1 Point Blank Shot (feat)
    -4 Firing Into Melee
    -2 Rapid Shot (feat)
    -4 Target Prone
    +1 Lesser Bracers of Archery
    +2 Greater Bracers of Archery
    +# Gloves of Dexterity
    +1 Deep Red Ioun Stone (bonus does not stack with Gloves of Dexterity)
    -2 Insufficient Strength: Masterwork Composite Longbow (Str #)

    General attack modifiers:
    +1 Weapon Focus (feat)
    +1 Greater Weapon Focus (feat) (Fighters only)
    -5 Second Attack
    -10 Third Attack
    -15 Fourth Attack
    +4 Target Helpless
    -1 Dodge (feat) (opponent has this feat)
    +2 Attacker Not Visible
    +#/-# Size Adjustment
    +1 Prayer (spell)
    -1 Bane (spell)
    +1 Haste (spell)
    +1 Bless (spell)
    -2 Fear (spell)
    -2 Unholy Blight
    -2 Web (spell)
    +4 Greater Heroism
    -4 Cover (i.e. somebody else is between you and your target)
    -4 Weapon Nonproficiency Penalty
    +2 Target is stunned
    -1 Temporary Negative Level while weapon (or Hedrack's Shield) that has an opposite alignment to your character is equipped

    1.17 Weapon Focus starting weapons

    Any characters that start the game with the Weapon Focus feat will start the game with a normal weapon of the type that they have Weapon Focus in with the following exceptions:

    Originally posted by The Royal Canadian:
     
    Last edited: Jul 22, 2015
  4. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    1.18 Useful information about the game

    Originally posted by Gaear:
    To add or remove PCs from your party once your PCs are in the game-world, click on the guestbook in either The Inn of the Welcome Wench (in Hommlet) or the Waterside Hostel (in Nulb).

    Avoidability of random encounters depends on randomly rolled Listen, Spot, and Survival checks for both the party and the enemies.

    Originally posted by florian1:
    The Greathammer weapon uses the Warhammer weapon proficiency.

    If you click on the Sign Post near where your party appears on the South Hommlet, Nulb, or Verbobonc map, then you can travel quickly to any location on those maps respectively.

    Casting the Read Magic spell on a scroll or potion will identify that scroll or potion. The Helm of Reading Magic allows its wearer to cast an unlimited number of Read Magic spells.

    Your party alignment only affects the alignment of PCs that can join your party when you are putting a party together before you begin the game. Party alignment has no affect whatsoever on most of the recruitable NPCs that can join your party (Burne, Kella, Kobort, Riana, Rufus, and Turuko are the exceptions).

    NPCs in your party are unable to initiate looting items from corpses or containers that are on the ground. You will have to have one of your PCs initiate the looting interface, then select one of the NPCs in your party and now that NPC is able to loot items.

    The computer game's manual is in your game directory as the following file name:

    ToEE_Manual_ENU.pdf

    You will need a PDF viewing application in order to be able to view the file. If you aren't already using Adobe Acrobat Reader, then install the free application Foxit Reader (it's MUCH faster than Adobe Acrobat Reader).

    Colour of potion or ribbon around scroll - School of arcane magic:

    dark blue - conjuration
    grey - illusion
    light blue - enchantment
    light green - transmutation
    orange - abjuration
    red - evocation
    violet (purple) - necromancy
    white - new content by the Circle of Eight team
    yellow - divination

    [​IMG]

    Originally posted by Gaear:
    The ONLY way that you should navigate around Verbobonc is to click on the Verbobonc sign post (which is the huge dark mirror on the wall of Verbobonc City Hall) (next to where your party first appears in Verbobonc).
    When your party exits a building, open the World Map, click on Passage to Verbobonc, then click on the Verbobonc sign post, then select the next building in Verbobonc that you want to travel to.

    You don't have to have your character with the highest Appraise skill initiate dialogue with NPC vendors in order to get the best prices when buying or selling items. The game automatically gives you buying/selling prices based on the character in your party who has the highest Appraise skill, whether that character was the one who initiated dialogue with any NPC vendors or not.

    Originally posted by Sitra Achara:
    In Verbobonc, Canon Ramses (in the Cathedral of Pelor) can cast Raise Dead on your dead characters.

    The summoned creature limit is 10.

    The higher a character's Use Magic Device skill, the better the character's chance of being able to use (i.e. either equip or activate) items that are normally only usable by another class.

    Originally posted by EvilCatEars:
    For a list of all of the domain spells implemented in this computer game, click on the following link:

    http://www.co8.org/forum/showpost.php?p=104204&postcount=14

    Exotic weapons in this computer game:

    Butterfly Sword
    Kukri
    War Fan
    Monk Spade
    Kama
    Tonfa
    Siangham
    Bastard Sword
    Dwarven Waraxe
    Gnome Hooked Hammer
    Orc Double Axe
    Spike Chain
    Shuriken
    Repeating Crossbow

    The right column in the table below shows the damage that a weapon will do if wielded by a character under the effect of either the Enlarge Person spell or the Righteous Might spell. The left column is the damage that the weapon normally does.

    Code:
    [SIZE="2"]Table: Tiny and Large Weapon Damage 
    Medium      Tiny       Large
    Weapon     Weapon      Weapon
    Damage     Damage      Damage
     1d2        —           1d3
     1d3        1           1d4
     1d4        1d2         1d6
     1d6        1d3         1d8
     1d8        1d4         2d6
     1d10       1d6         2d8
     1d12       1d8         3d6
     2d4        1d4         2d6
     2d6        1d8         3d6
     2d8        1d10        3d8
     2d10       2d6         4d8[/SIZE]
    The following armour is in this computer game but not listed in the game manual (all of this armour can be worn by druids except for the metallic armours (i.e. Adamantium Breastplate, Black Plate, Dwarven Plate, Elven Chain, Marauder Armor, Mithral Plate, Mithral Shirt, and Royal Armor):

    Adamantium Breastplate (medium armour) (+5 AC, Max Dex Bonus: +3, ACP: -3, SF: 25%, Weight: 30) DR(2/-)
    Barbarian Armor (light armour) (+3 AC, Max Dex Bonus: +5, ACP: -1, SF: 15%, Weight: 20)
    Black Elven Chain (light armour) (+8 AC, Max Dex Bonus: +8, ACP: -3, SF: 5%, Weight: 15)
    Black Plate (heavy armour) (+8 AC, Max Dex Bonus: +1, ACP: -6, SF: 35%, Weight: 50)
    Blue Elven Chain (light armour) (+8 AC, Max Dex Bonus: +4, ACP: -3, SF: 5%, Weight: 15)
    Bondleaf (light armour) (+1 AC, Max Dex Bonus: - , ACP: 0, SF: 0%, Weight: 1)
    Bone Armor (medium armour) (+7 AC, Max Dex Bonus: +0, ACP: -2, SF: 40%, Weight: 25)
    Dragonhide Plate (heavy armour) (+8 AC, Max Dex Bonus: +1, ACP: -5, SF: 35%, Weight: 50)
    Dwarven Plate (heavy armour) (+8 AC, Max Dex Bonus: +1, ACP: -5, SF: 35%, Weight: 50) DR(3/-)
    Green Elven Chain (light armour) (+6 AC, Max Dex Bonus: +4, ACP: -3, SF: 15%, Weight: 25)
    Masterwork Bark Armour (light armour) (+3 AC, Max Dex Bonus: +5, ACP: -1, SF: 15%, Weight: 16)
    Masterwork Dwarven Stone Armor (heavy armour) (+9 AC, Max Dex Bonus: +0, ACP: -6, SF: 40%, Weight: 88)
    Masterwork Gladiator Armor (light armour) (+2 AC, Max Dex Bonus: +6, ACP: -1, SF: 10%, Weight: 20) (-1 Use Magic Device, -1 Hide, -1 Move Silently, -1 Sleight of Hand)
    Masterwork Marauder Armor (light armour) (+2 AC, Max Dex Bonus: +7, ACP: -1, SF: 5%, Weight: 20)
    Masterwork Moon-Ivy Armor (light armour) (+4 AC, Max Dex Bonus: +6, ACP: 0, SF: 10%, Weight: 5) (+3 Charisma) (Stinking Cloud, Poison) (20 charges)
    Masterwork Shell Armor (medium armour) (+3 AC, Max Dex Bonus: +3, ACP: -1, SF: 20%, Weight: 39)
    Mithral Plate (medium armour) (+8 AC, Max Dex Bonus: +3, ACP: -4, SF: 25%, Weight: 25)
    Mithral Shirt (light armour) (+4 AC, Max Dex Bonus: +6, ACP: 0, SF: 10%, Weight: 10) (-1 Hide, -1 Move Silently, -1 Sleight of Hand, -1 Use Magic Device)
    Purple Elven Chain (light armour) (+7 AC, Max Dex Bonus: +4, ACP: -3, SF: 10%, Weight: 20)
    Royal Armor (heavy armour) (+8 AC, Max Dex Bonus: +1, ACP: -6, SF: 35%, Weight: 50) (+6 Diplomacy, +6 Intimidate, +6 Gather Information, +6 Sense Motive)
    Troll Bone Armor (medium armour) (+8 AC, Max Dex Bonus: +1, ACP: -6, SF: 35%, Weight: 50)

    How to flee during combat:

    Originally posted by Ausdoerrt:
    Originally posted by Gaear:
    Originally posted by rudyhenkel:
    The goblin that was in Hommlet in the vanilla version of the computer game has been removed from the game in the Circle of Eight Modpack. You now find Black Jay's ring elsewhere in the game (the location depends on your party alignment).


    For information on which class abilities for characters above level 10 that are implemented in this computer game, see the following link:

    http://www.co8.org/forum/showthread.php?t=8484


    For the statistics of animal companions that druids and rangers can have, see the following link:

    http://www.co8.org/forum/showthread.php?t=5200


    To see the XP that you get depending on your level for killing an opponent that has a specific CR (Challenge Rating), click on the following link:

    http://www.co8.org/forum/showpost.php?p=95441&postcount=92


    You can learn about the D&D 3.5 role-playing system by either:

    * reading the online SRD at the following link:

    http://www.d20srd.org/

    * downloading the SRD (System Reference Document) from the following link:

    http://www.wizards.com/d20/files/v35/SRD.zip


    Originally posted by DarkStorm:
    Actions that will make a paladin fall:

    Originally posted by Gaear:
    If your paladin becomes fallen:

    Originally posted by cezmail:
    Originally posted by Sitra Achara:
    Originally posted by BenWH:
    Originally posted by Allyx:
    Originally posted by marc1967:
     

    Attached Files:

    Last edited: Jul 20, 2015
  5. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    1.19 Where to get the most money when selling items

    Originally posted by mmonagle:
    [​IMG]

    In Hommlet, you get the best prices when you:

    * sell metallic weapons and metallic armour and metallic shields to Brother Smyth (blacksmith at building #10). (see map above)

    * sell wooden weapons (bow, club, crossbow, greatclub, heavy flail, javelin, longspear, maul, quarterstaff, spear) and wooden shields to Armario (cabinet maker in building just to the north of building #29).

    * sell leather armour and bone armour and lamellar armour to either Jakk Borton (leatherworker) or Bing (brother-in-law) in building #6.

    * sell gems and jewellery to either Nira Melubb (jeweller in building #28) or Maurice the banker in Verbobonc (who doubles as a jeweller).

    * sell magical metallic armour to either Brother Smyth or Calmert (cleric in the Church of St. Cuthbert in building #33) or Burne's assistant (in keep) (in building #15).

    * sell magical wooden shields to either Armario or Calmert or Burne's assistant.

    * sell magical rings to either Nira Melubb or Burne's assistant or Calmert.


    If you have Darley, Oohlgrist, or Scorpp in your party, then the only NPC vendors that you will be able to buy items from & sell items to are:

    Calmert

    Lareth (tower outside Temple of Elemental Evil)

    Mother (Swamp Denizen) (Moathouse Respawn)

    Mother Screng (Herbmonger) (Nulb)


    1.20 In-game tips

    • Pressing 'H' will put you in Help mode. Click on different interface elements while in this mode to get more information about the game.
    • Clicking on the blue 20-sided die icon at the lower-right will open the rolls history window.
    • Clicking on the blue text in the history window gives a detailed breakdown of your roll or additional help for a topic.
    • Hotkeys can be assigned to radial menu entries by pushing CTRL+ the key you wish to assign.
    • Clerics can spontaneously cast Cure or Inflict spells by holding down SHIFT while clicking on the spell.
    • Druids can spontaneously cast Summon Nature's Ally spells by holding down SHIFT while clicking on the spell.
    • Archers firing into combat without the Precise Shot feat incur a -4 to hit penalty.
    • Firing a ranged weapon through a character incurs a -4 to hit penalty due to cover.
    • Click on stats on the character screen to get a detailed breakdown of bonuses and penalties.
    • Party formations can be changed by clicking on the formations button on the main screen. Protect weaker characters by placing them in the rear.
    • If you keep your off hand empty you gain 1.5x your strength bonus to damage with any weapon in your primary hand.
    • Wizards can use "Copy Scroll" from the radial menu to add spells to your spellbook. You need ranks in the Spellcraft skill in order to copy scrolls.
    • You need to rest for at least 8 hours to gain spells. Don't forget to choose your new spells from the character screen after leveling up!
    • The minimum requirement for spells is 10 + the spell level in the pertinent attribute. For example, clerics need a 14 wisdom to cast 4th level spells.
    • The Coup De Grace action will kill regenerating monsters.
    • Drag your character's portraits in the initiative bar if you want to delay action.
    • You can place marker flags on your town map by click on the flag icon. Use flags to mark important locations in the game.
    • Holding down the ALT key while moving in combat lets you place waypoints. Double click to move to that location. Holding down ALT also lets you see the exact path you character is going to take.
    • If your party members or followers are encumbered or overburdened, talk to a merchant to sell your excess equipment and treasure.
    • Flanking (positioning your characters on either side of an opponent) is an excellent way to get a bonus to hit as well as deal sneak attack damage with a rogue.
    • Use the Five Foot Step option to get out of attack range of opponents so you can attack with missile weapons or cast spells without incurring an attack of opportunity.
    • Pressing the HOME key or left-clicking on a portrait will center the screen on that character.
    • Clicking on the red hit point bars on any party member's portrait will toggle numerical HP displays on or off.
    • You can select your party members by using the number keys 1-8.
    • Holding SHIFT while selecting a character will add or remove to the current selection.
    • To assign a selection to a grouping, press CTRL + F1-F8.
    • To recall a group selection, press F1-F8.
    • To quickload a savegame, press F9.
    • To quicksave a savegame, press F12.
    • To take a screenshot of the game, press PRINT-SCRN.
    • Pressing the GRAVE (`) key will select all party members.
    • Holding TAB down will highlight usable objects and containers.
    • Right-clicking a player portrait along the bottom will open the Inventory screen.
    • Right-clicking items in the Inventory screen will auto equip/unequip items.
    • Clicking the tabs 1-5 at the top-left part of the Inventory screen will switch between different weapon combinations.
    • Clicking on a skill or feat in the Inventory screen will bring up more detailed information.
    • Right-click spells in the Spell Memorization screen in order to add/remove spells from the known spells list.
    • Clicking the blue icon to the left of a spell (when you have any of the metamagic feats) will bring up the Metamagic screen.
    • To use or drop an item from the Inventory screen, drag the item onto the buttons near the bottom-right.
    • After you have finished a random encounter battle, use the World Map to continue on your journey.
    • You must rest 8 full uninterrupted hours in order to completely memorize all spells.
    • If your foes are not taking any damage, check the rolls history details and see if your characters are dealing the appropriate type of damage.
    • While the radial menu is open, right-click any portion (except the portrait) of the menu in order to drag it around.
    • To close the radial menu, click anywhere else on the screen or the portrait in the menu.
    • Left click any icons that appear on or around the character portraits in order to learn more.
    • If you are having difficulty hitting foes in combat, make sure that you are proficient in your wielded weapon(s).
    • If you are having difficulty hitting foes in combat, try casting spells that boost your attack and damage bonuses, such as Bless, Prayer, Haste, etc.
    • Although party members auto-stabilize after combat, in combat, if any character is between 0 and 10 HP, casting a Cure spell or successfully using the Heal skill will prevent Bleeding.
    • If you are at exactly 0 HP, you are considered Disabled and anything but a move-equivalent action will drop you below 0 HP.
    • Be aware that Disease can afflict your characters without you knowing. Methods to remove Disease include bed rest or a Cure Disease spell.
    • Temporary ability score loss can be regained via bed rest or the appropriate spell, such as Lesser Restoration or Restoration.
    • If your AC or attack rolls seem unusually low, check your Rolls in the Rolls History, or click on the appropriate stat in the Inventory to check your bonuses and penalties.
    • Use group tactics to overcome troublesome foes, including the Ready actions. Ready versus Approach will allow you to strike incoming enemies before they can.
    • Strong melee fighters should explore the Trip option, which will attempt to put an enemy into the Prone position, allowing extra opportunities for attacks.
    • Selecting Total defense from the radial menu will add +4 to a character's AC.
    • Using Feint against an opponent, if successful, will deny the opponent any Dexterity bonuses to AC on your next attack (allowing Sneak attack damage, for example).
    • Fight Defensively in order to increase your Armor Class, in exchange for a lower to-hit bonus.
    • Deal non-lethal damage if you wish to subdue foe (or friend, in the case they may be Charmed).
    • Cast Defensively when you are next to an enemy and unable to step out of threat range.
    • Use Charge Attack when you have a clear path to a foe but it is out of standard range.
    • Selecting Full Attack will allow you to singly target all of your attacks for that round.
    • Use Charge Attack, Run, or Withdraw in order to quickly move around the battlefield. Some of these extended movement types come at the expense of Armor Class.
    • Talk to followers currently in your party by selecting Talk from the radial menu.
    • Toggling on Flurry of Blows will give your Monk extra attacks, albeit at a penalty.
    • Remember to set and unset extra Combat options you may have from the radial menu, such as Expertise, Power Attack, etc.
    • Select Sneak from the radial menu to make your character less likely to be noticed.
    • Turning or Rebuking undead is a great way to quickly turn the battle against a group of Undead.
    • Unidentified potions can still be used from the radial menu.
    • Miscellaneous Magic Items in most cases must be identified before they can be used.
    • Ensure that you have a set of lockpicks or a bardic instrument equipped before attempting to pick locks or play a Bard song.
    • Encumbrance and armor check penalties can reduce your chances of success when performing a Combat or skill action.
    • Armor and shields will reduce your chances of successfully casting any spell that requires a Somatic component.
    • Touch attack spells are great way to affect enemies who have a high Armor Class.
    • The Appraise skill influences market prices when bartering with townspeople.
    • Before conversing with an NPC, make sure you are using the character with the most appropriate dialog skills given the situation.
    • Only resting in GREEN areas (denoted by a green tent icon in the bottom-right) is completely safe.
    • High Survival skills will help you avoid random encounters while travelling on the World Map.
    • The Tracking skill (usable from the radial menu) will help you determine where foes are on the map in relation to your current position.
    • Use Coup De Grace on foes that are incapacitated, for example: Unconscious, Sleeping, Held, etc.
    • Using Barbarian Rage greatly increases your chances of winning a battle, but be aware it puts your Barbarian in a reduced state afterwards.
    • Use the Delay action (by dragging your Initiative portrait left and right while in battle) in order to best position your characters.
    • Increase the Difficulty Checks of your spells (so your foes are more apt to fail their Saving Throws) by raising your relevant Ability Score or taking Spell Focus Feats.
    • Take the Feats Spell Penetration and Greater Spell Penetration to increase your chances of success when facing foes that have Spell Resistance.


    1.21 Opponents' stats

    Note: the HP stated for each monster/opponent are only for when both Max HP for NPCs (From Levels) and Max HP for NPCs (From HD) are enabled in the options in the ToEE Front-End X.

    For me, the most difficult opponents in the game were (in order of difficulty):

    1. the opponents in the 'Demons & Demigods' quest combat
    2. the slave traders (level 16 sorceress / level 4 fighter, level 20 fighter, level 18 fighter, level 18 rogue, level 18 cleric, level 10 rogue / level 10 fighter, level 18 barbarian)
    3. 6 Noble Salamanders guarding the chest in the Fire Node
    4. Lord Hungous and his entourage
    5. Hextor cell in the Temple of Elemental Evil ('Monster Mash' quest)
    6. Canon Thaddeus' defensive square ('Contract on Canon Thaddeus' quest)
    7. 4 Ice Tyrants in the Water Node
    8. Balor Guardian and 2 Efreeti in the Fire Node
    9. Hezrou Guardian in the Water Node
    10. 2 Gorgons in the Earth Node

    The following combats are very difficult if you do them as soon as you are able to in the game and you don't have an uber party (in chronological order):

    1. Lareth and his guards (moathouse dungeon)
    2. the assassin random encounter
    3. the Hill Giant at Emridy Meadows
    4. the third and last contest in the Arena of Heroes
    5. the unarmed duel with Tolub (Boatmens' Tavern in Nulb)
    6. the Nulb house ambush
    7. the brigands in the broken tower outside the Temple of Elemental Evil
    8. Bassanio and 2 Noble Salamanders and Flamebrothers in Fire Temple

    Key:
    HP = Hit Points
    AC = Armor Class
    SR = Spell Resistance
    DR = Damage Reduction (affects physical strikes only)
    DResistance = Damage Resistance (affects spells or spell-like effects only)




    Black Pudding (160 HP), Immunity (Piercing/Nonlethal)
    Attack: +8 (+7 Base Attack, +3 Strength Modifier, -2 Size Adjustment)
    Damage: Slam (Bludgeoning) 2d6+3 (Strength Modifier) +2d6 (Extraordinary Ability (Acid))
    splits in 2 if hit by slashing or piercing weapons

    Bodak (Undead) (108 HP), DResistance (10/-), DR (10/Cold), Immunity (Nonlethal/Electricity)
    AC: 19 (20) (+8 Natural Armor, +2 Dexterity Modifier) (+1 Feat: Dodge)
    Concentration check: +19 (+25 Initial Value, -6 Constitution Modifier)
    Trip check: +2 (Dexterity Modifier)
    Death Gaze (Fortitude save DC: 15 vs. death)

    Crystal Ooze (60 HP), DR(10/-), Immunity (Nonlethal/Acid/Fire/Cold)
    AC: 5 (-5 Dexterity Modifier)
    Attack: +4 (+3 Base Attack, +1 Strength Modifier)

    Ettin
    Attack: +11/+12/+6/+7
    (+7 Base Attack, +6 Strength Bonus, -6 Dual Wield, -1 Size Adjustment, +2 Feat: Two-Weapon Fighting, +3 Enhancement: Ettin Club (Off-Hand))
    (+7 Base Attack, +6 Strength Bonus, -10 Off-Hand, -1 Size Adjustment, +6 Feat: Two-Weapon Fighting, +4 Enhancement: Ettin Club (Primary Hand))
    AC: 18 (+10 Natural Armor, -1 Size Adjustment, -1 Dexterity Modifier)

    Gelatinous Cube - Immunity (Electricity)

    Ghast (Fortitude save vs. paralysis (DC: 15))

    Ghoul (Fortitude save vs. paralysis (DC: 12))

    Gray Ooze - Immunity (Fire/Cold/Nonlethal/Bludgeoning)

    Groaning Spirit - unaffected by nonmagical weapons
    casts Fear (Will save DC: 12)
    Fortitude save DC: 26 against Charisma damage

    Hill Giant (in Greater Temple) (144 HP)
    Attack: +15/+10 (+9 Base Attack, +7 Strength Modifier, -1 Size Adjustment)
    Damage: Weapon: Hill Giant Maul (Bludgeoning) 3d6+10 (Strength Bonus)

    Noble Salamander (165 HP), DR (15/Magic), Doubled Damage (Cold), Invulnerable (Fire), Immunuty (Fire), Caster Level: 15
    AC: 18 (+8 Natural Armor, -1 Size Adjustment, +1 Dexterity)
    Attack: +23/+18/+13 (Gore1/Gore2/?) (+18 Base Attack, +6 Strength Modifier, -1 Size Adjustment)
    Damage: Gore1 (Piercing) 1d8+9 (+3 Gore, +6 Strength Modifier) +1d8 (Extraordinary Ability: Fire)
    Damage: Gore2 (Piercing) 1d8+6 (+3 Gore, +3 Strength Bonus)
    Will save vs. Tasha's Hideous Laughter: +11 (+9 Racial Bonus, +2 Wisdom Modifier)
    20 foot reach
    casts Fireball

    Ochre Jelly (96 HP), Immunity (Piercing/Nonlethal/Electricity)
    AC: 4 (-1 Size Adjustment, -5 Dexterity Modifier)
    Attack: +5 (+4 Base Attack, +2 Strength Modifier, -1 Size Adjustment)
    splits in 2 if struck by slashing weapon

    Quasit (24 HP) DR(5/Holy; Cold), DResistance (10/-)
    AC: 18 (+3 Natural Armor, +2 Size Adjustment, +3 Dexterity Modifier)
    Damage: Claw (Piercing & Slashing) 1d3-1 (Strength Modifier)
    poisonous attacks

    Skeleton - Immunity (Nonlethal/Cold), DR(5/Bludgeoning)

    Troll (84 HP)
    Attack: +9/+ (Claw/Claw/Bite) (+4/+4/ Base Attack, +6 Strength Modifier, -1 Size Adjustment)
    Damage: Claw (Piercing & Slashing) 1d6+6 (Strength Modifier)
    Special Quality: Regeneration 5

    Will-o'-Wisp , Immunity (Nonlethal/Fire/Acid/Cold)
    AC: 29 (+9 Natural Armor, +1 Size Adjustment, +9 Dexterity Modifier)
    Attack: +16 (+20 Base Attack, -5 Strength Modifier, +1 Size Adjustment)
    Damage: 2d8 (Extraordinary Ability (Electricity)) (+5 (Slam (Bludgeoning)), -5 (Strength Modifier))

    Yellow Mold (16 HP) Blind! DR(15/-) Immunity (Cold/Electricity/Sonic/Nonlethal)
     
    Last edited: Sep 8, 2014
  6. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    1.22 Recruitable NPCs

    (Note: some of the following recruitable NPCs' skill rank numbers are wrong. If a skill rank number is wrong, then it is actually half the listed skill rank number)

    If you only have female PCs in your adventuring party and you want to recruit Fruella and/or Meleny, then you can either temporarily add a male PC to your adventuring party by clicking on the guestbook in any inn, or you can do the following to one of your PCs:

    Originally posted by marc1967:



    [​IMG]
    Ariakas (Adventurer) (165 HP)
    Lawful Neutral male human level 15 fighter (105000 XP)
    Strength: 15
    Dexterity: 12
    Constitution: 12
    Intelligence: 10
    Wisdom: 10
    Charisma: 14
    Feats: Blind-fight, Cleave, Diehard, Great Cleave, Great Fortitude, Greater Weapon Focus (Warhammer), Improved Critical (Warhammer), Power Attack, Weapon Focus (Warhammer), Weapon Specialization (Warhammer)
    Skill ranks: Spot: 3.5, Search: 3, Listen: 3.5, Tumble: 3.5
    Equipment: warhammer +2, chain shirt +3, shield +2, 16 silver, 200 gold, 10 platinum.
    Availability: He will only join your party at the start of the War of the Golden Skull. He will permanently leave your party at the end of the War of the Golden Skull.
    Location: Kenter Nevets' (The Town Elder's) home (town defense) in Hommlet.

    [​IMG]
    Ashrem (Priest)
    Chaotic Evil male human level 6 cleric
    Strength: 13
    Dexterity: 12
    Constitution: 15
    Intelligence: 10
    Wisdom: 17
    Charisma: 8
    Deity: Zuggtmoy
    Domains: Chaos, Plant
    Feats: Martial Weapon Proficiency (Light Hammer), Alertness, Spell Penetration, Combat Casting
    Skill ranks: Concentration: 9, Intimidate: 9, Spellcraft: 9
    Availability: Ashrem can't join your party if Taki is in your party.
    Location: Air Node (to the left of the entry point)

    [​IMG]
    Bertram (Pirate) (14 HP)
    Chaotic Neutral male human level 1 fighter (0 XP)
    Deity: Procan
    Strength: 14
    Dexterity: 11
    Constitution: 14
    Intelligence: 9
    Wisdom: 10
    Charisma: 12
    Feats: Combat Reflexes, Improved Initiative, Weapon Focus (Shortsword)
    Skill ranks: Spot: 1.5, Listen: 1.5, Search: 1
    Equipment: Cutlass
    Availability: If you talk to him in the Boatmen's Tavern before you talk to him at the docks, then you won't be able to recruit him. He will only join you once you've freed him from Tolub. (He will only join you if the PC talking to him is male?).
    Location: at the docks in Nulb.

    [​IMG]
    Burne (Wizard) (38 HP)
    Lawful Good male human level 8 wizard (28000 XP)
    Deity: St. Cuthbert
    Strength: 15
    Dexterity: 10
    Constitution: 15
    Intelligence: 17
    Wisdom: 11
    Charisma: 12
    Feats: Combat Casting, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Spell Penentration
    Skill ranks: Concentration: 11, Hide: 5.5, Move Silently: 5.5, Search: 5.5, Spellcraft: 11, Spot: 5.5
    Wizard Spell Book:
    Spell level 0: Acid Splash, Open/Close, Daze, Detect Magic, Ray of Frost, Read Magic, Disrupt Undead, Resistance, Flare
    Spell level 1: Burning Hands, Charm Person, Magic Missile, Mage Armor, Enlarge Person, Ray of Enfeeblement
    Spell level 2: Bull's Strength, Glitterdust, Mirror Image
    Spell level 3: Dispel Magic, Fireball, Haste, Slow
    Spell level 4: Dimension Door, Charm Monster, Summon Monster IV
    Spells per day: 4/5/4/4/2
    Equipment: Dagger +1, Ring of Protection +2, Scholar's Kit, Wand of Magic Missiles (5th), Chime of Opening, Scroll of Read Magic, Scroll of Web, Scroll of Hold Monster, Scroll of Mirror Image, 5x Amber, 14x Blue Sapphire, 2x Scarab Necklace, 2x Garnet Ring, 200 Gold, 15 Silver, Burne's Moathouse Map, Scroll of Web, Scroll of Ice Storm, Scroll of Dominate Monster
    Availability: He will only join you once you've found the Temple of Elemental Evil. Burne will only join you if your party alignment is Good or Lawful Neutral. Burne will permanently leave your party when you discover the Orb of Golden Death.
    Location: in his guard tower in Hommlet

    Originally posted by Dreamteam:
    [​IMG]
    Cavanaugh the Beggar (Beggar) (6 HP)
    True Neutral male human level 1 fighter
    Deity: Old Faith
    Strength: 10
    Dexterity: 10
    Constitution: 10
    Intellignece: 10
    Wisdom: 10
    Charisma: 10
    Feats: Improved Unarmed Strike, Weapon Focus (Unarmed Strike), Acrobatic
    Skill ranks: Intimidate: 4, Tumble: 2, Spot: 2
    Availability: He will only join you once you've made him a beggar.
    Location: outside the Inn of the Welcome Wench in Hommlet (when he is a beggar). Initially, he is in the brewery in Hommlet.

    [​IMG][​IMG]
    Darley (Sorceress) (67 HP)
    Chaotic Evil female human level 10 sorcerer (extraplanar/outsider/demoness)
    SR[20], Immunity (Poison), Energy Resistance (Electricity 10, Cold 10, Fire 10, Acid 10), DR(5/Magic), AC bonus: +1 (Natural Armor), Deity: none
    Strength: 17
    Dexterity: 14
    Constitution: 18
    Intelligence: 18
    Wisdom: 9
    Charisma: 19
    Feats: Combat Casting, Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Heighten Spell, Spell Penetration
    Skill ranks: Concentration: 13, Bluff: 13, Spellcraft: 13, Spot: 13, Search: 13, Tumble: 13, Listen: 13
    Sorcerer spells known:
    Spell Level 1: Charm Person, Magic Missile, Mage Armor
    Spell Level 2: Blur, Cat's Grace, Desecrate
    Spell Level 3: Vampiric Touch, Blink, Summon Monster III, Contagion
    Spell Level 4: Dimension Door, Stoneskin, Unholy Blight, Poison
    Spell Level 5: Mind Fog
    Availability: If you remove her from your party, then she will return to her original location. You can recruit her again indefinitely.
    Location: Fire Node (to the lower left of the entry point)
    While Darley is in your party, you won't be able to interact with most of the NPCs that you encounter in the game!

    [​IMG]
    Ed (Prisoner) (13 HP)
    True Neutral male human level 1 fighter
    Diety: none
    Strength: 10
    Dexterity: 15
    Constitution: 10
    Intelligence: 10
    Wisdom: 10
    Charisma: 10
    Feats: Weapon Finesse (Short Sword), Combat Reflexes, Toughness
    Skill ranks: Listen: 2, Search: 2, Spot: 2
    Availability: He is only in the game if you talk to Mona and select the dialogue option "I seek humor in all things, even when the moment may not warrant it" when she asks "What kind of adventure do you seek?", and this has to happen before you first arrive at The Temple of Elemental Evil exterior map. He will only join your party if his "brothers" Ted and Ed join your party as well. If you remove Ted from your party, then Ted and Ed and Ed will return to their original locations. You can recruit them again indefinitely.
    Location: Temple of Elemental Evil dungeon level 1 (next to Morgan)

    [​IMG]
    Ed (Prisoner) (13 HP)
    True Neutral male human level 1 fighter
    Diety: none
    Strength: 15
    Dexterity: 10
    Constitution: 10
    Intelligence: 10
    Wisdom: 10
    Charisma: 10
    Feats: Power Attack, Cleave, Toughness
    Skill ranks: Listen: 2, Search: 2, Spot: 2
    Availability: He is only in the game if you talk to Mona and select the dialogue option "I seek humor in all things, even when the moment may not warrant it" when she asks "What kind of adventure do you seek?", and this has to happen before you first arrive at The Temple of Elemental Evil exterior map. He will only join your party if his "brothers" Ted and Ed join your party as well. If you remove Ted from your party, then Ted and Ed and Ed will return to their original locations. You can recruit them again indefinitely.
    Location: Temple of Elemental Evil dungeon level 1 (next to Morgan)

    [​IMG]
    Elmo (Villager) (41 HP)
    Chaotic Good male human level 4 fighter (6000 XP)
    Deity: Old Faith
    Strength: 18
    Dexterity: 16
    Constitution: 17
    Intelligence: 15
    Wisdom: 16
    Charisma: 11
    Feats: Cleave, Improved Initiative, Power Attack, Combat Reflexes, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
    Skill ranks: Spot: 3.5, Listen: 3.5, Search: 3.5, Hide: 3.5, Tumble: 3.5
    Equipment: Battleaxe +1, Red Chainmail +1, Steel Shield +2, Dagger +1
    Availability: He will only join you if you give him 200 gold. If you remove him from your party, then he will return to his original location. You can recruit him again indefinitely.
    Location: walks between the Inn of the Welcome Wench and Captain Renton's house during the day. At night, he is in the Inn of the Welcome Wench in Hommlet.

    [​IMG]
    Fruella (Maiden) (29 HP)
    True Neutral female human level 3 fighter (3270 XP)
    Deity: none
    Strength: 14
    Dexterity: 16
    Constitution: 16
    Intelligence: 13
    Wisdom: 14
    Charisma: 16
    Feats: Weapon Focus (Handaxe), Combat Expertise, Improved Trip, Dodge, Mobility
    Skill ranks: Spot: 3, Tumble: 3, Listen: 3, Search: 3
    Equipment: Masterwork Great Cleaver (+1 Keen weapon, 1-handed, 1d10 (18-20/x3), uses Handaxe proficiency)
    Availability: She will only join your party if you have a male PC who agrees to marry her. She refuses to leave your party if you talk to her and tell her to leave.
    Location: inside house #27 in Hommlet

    Co8 forum member shapecharge discovered that Fruella's cleaver will always return to her inventory every time that she throws the cleaver at an opponent.

    [​IMG]
    Furnok (Patron) (22 HP)
    True Neutral male human level 4 rogue
    Deity: Olidammara
    Strength: 10
    Dexterity: 18
    Constitution: 15
    Intelligence: 14
    Wisdom: 10
    Charisma: 13
    Feats: Dodge, Improved Initiative, Weapon Finesse (Dagger)
    Skill ranks: Spot: 7, Open Lock: 7, Move Silently: 7, Listen: 7, Search: 7, Disable Device: 7, Hide: 7, Bluff: 7, Tumble: 7, Use Magic Device: 7
    Equipment: Dagger +1, Ring of Invisiblity
    Availability: If you remove him from your party, then he will return to his original location. You can recruit him again indefinitely.
    Location: the Inn of the Welcome Wench (outside during the day; inside at night) in Hommlet

    Co8 forum member shapecharge discovered that Furnok's dagger will always return to his inventory every time that he throws the dagger at an opponent.

    Guntur Gladstone (Half-Orc Rogue) (140 HP)
    Chaotic Neutral male half orc level 13 rogue
    Strength: 16
    Dexterity: 18
    Constitution: 18
    Intelligence: 10
    Wisdom: 12
    Charisma: 8
    Feats: Improved Critical (Dagger), Improved Critical (Shortsword), Improved Two Weapon Fighting, Two-Weapon Fighting, Two-Weapon Defense, Weapon Finesse, Weapon Focus (Short Sword), Crippling Strike, Skill Mastery
    Skill ranks: Disable Device: 16, Gather Information: 16, Hide: 21, Listen: 18, Move Silently: 21, Open Lock: 19, Search: 18, Sense Motive: 18, Spot: 18, Tumble: 21
    Equipment: Shortsword +2, Shortsword +1, Tan Leather Armor +1
    Availability: He only appears in the game once you've accepted the quest 'Wanted: Guntur Gladstone'. He will permanently leave your party and attack you if you either talk to the third and last fugitive or if you enter the Town Constabulary in Verbobonc or after he has been in your party for 5 days.
    Location: The Spruce Goose in Verbobonc

    [​IMG]
    Holly (Guard) (120 HP)
    female human level 10 fighter (45000 XP)
    Strength: 18
    Dexterity: 15
    Constitution: 15
    Intelligence: 12
    Wisdom: 12
    Charisma: 15
    Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Greater Weapon Focus (Longsword), Improved Critical (Longsword), Improved Initiative, Power Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword)
    Skill ranks: Diplomacy: 5, Listen: 5, Sense Motive: 5, Spot: 4.5
    Equipment: Fantasy Longsword, Silver Breastplate, Verbobonc Shield
    Availability: She will only join your party if you accept the 'Under Attack From Underground' quest from Prince Zook IV, then encounter at least one drow in the Gnome Tunnels (but don't kill all of the drow), and then talk to Captain Absalom in the Town Constabulary (your PC talking needs a Diplomacy skill of at least 9 in order for the dialogue option to be present). After you have killed all of the drow, Corporal Holly will permanently leave your party the next time that you appear on the Verbobonc exterior map.
    Location: Verbobonc Constabulary

    Originally posted by marc1967:
    [​IMG]
    Hruda (Worker) (Murfles) (20 HP)
    Neutral Good female elf level 2 fighter/ level 2 rogue
    Deity: Old Faith
    Strength: 15
    Dexterity: 18
    Constitution: 15
    Intelligence: 9
    Wisdom: 11
    Charisma: 14
    Feats: Point Blank Shot, Precise Shot, Weapon Focus (Longbow), Improved Initiative
    Skill ranks: Spot: 4, Hide: 4, Listen: 4, Move Silently: 4, Search: 4, Open Lock: 4, Disable Device: 4, Tumble: 4
    Availability: She will only join you if Mother Screng is already in your party.
    Location: upstairs in Mother Screng's house in Nulb

    [​IMG]
    Jaer (Weaver) (12 HP)
    True Neutral male human level 1 fighter
    Strength: 10
    Dexterity: 15
    Constitution: 12
    Intelligence: 14
    Wisdom: 13
    Charisma: 11
    Feats: Combat Reflexes, Improved Initiative, Point Blank Shot
    Skill ranks: Listen: 2, Search: 2, Spot: 2, Tumble: 2, Hide: 2
    Availability: He will permanently leave your party if you enter Nulb, Hommlet or Verbobonc.
    Location: Earth Node (to the right of the entry point)
     

    Attached Files:

    Last edited: Jul 9, 2015
  7. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    [​IMG]
    Kella (Hill Giant) (81 HP)
    True Neutral female half-elf level 9 druid (36000 XP)
    Deity: none
    Strength: 12
    Dexterity: 16
    Constitution: 13
    Intelligence: 11
    Wisdom: 16
    Charisma: 15
    Feats: Alertness, Combat Casting, Improved Inititative, Spell Penetration
    Skill ranks: Concentration: 11, Heal: 5, Listen: 5, Search: 2.5, Spellcraft: 11, Spot: 3, Survival: 8
    Equipment: dagger, Ring of Change (grants a druid who can Wild Shape the additional form of a hill giant)
    Availability: She will only join your party if at least one of your PCs is a druid or if your party alignment is True Neutral. She will permanently leave your party if you remove her from your party.
    Location: Temple of Elemental Evil dungeon level 4 (keep going left from the entrance to level 4)

    Kendrew Commonworth (Elven Barbarian) (196 HP)
    Chaotic Evil male elf level 13 barbarian
    Strength: 17
    Dexterity: 19
    Constitution: 14
    Intelligence: 10
    Wisdom: 10
    Charisma: 10
    Feats: Power Attack, Cleave, Combat Reflexes, Armor Proficiency (Medium), Barbarian Rage, Uncanny Dodge, Improved Uncanny Dodge, Great Cleave
    Skill ranks: Intimidate: 16, Survival: 16
    Availability: He only appears in the game once you've accepted the quest 'Wanted: Kendrew Commonworth'. He will permanently leave your party and attack you if you either talk to the third and last fugitive or if you enter the Town Constabulary in Verbobonc or after he has been in your party for 5 days.
    Location: the Inn of the Welcome Wench in Hommlet

    [​IMG]
    Kobort (Fighter) (22 HP)
    True Neutral male human level 1 barbarian / level 1 fighter (1000 XP)
    Deity: none
    Strength: 18
    Dexterity: 16
    Constitution: 16
    Intelligence: 6
    Wisdom: 8
    Charisma: 10
    Feats: Cleave, Power Attack, Fast Movement, Weapon Focus (Warhammer)
    Skill ranks: Listen: 5, Intimidate: 5
    Equipment: maul, silver banded armor, buckler
    Availability: He will only join a party of 4 or less characters, and Turuko has to join as well. He will not join your party if your party alignment is Lawful Evil.
    Location: in the Inn of the Welcome Wench (upstairs during the day, ground floor at night) in Hommlet
    Behaviour: During combat, if your group is at <30% HP on average and if Kobort and Turuko are at >70% HP, then Kobort and Turuko will turn on you during the combat. This only happens if Turuko is also in your group.

    [​IMG]
    Lareth (Priest) (49 HP)
    Chaotic Evil male human level 5 cleric (10000 XP)
    Deity: Lolth
    Domains: Evil, Magic
    Strength: 18
    Dexterity: 17
    Constitution: 16
    Intelligence: 13
    Wisdom: 18
    Charisma: 18
    Feats: Combat Casting, Two-Weapon Fighting, Combat Reflexes
    Skill ranks: Spot: 6, Concentration: 8, Spellcraft: 8, Search: 4, Listen: 6
    Availability: He will only join you once you've reduced his HP low enough; He will leave your party if you enter Hommlet or the broken tower outside the Temple of Elemental Evil.
    Location: Moathouse dungeon

    [​IMG]
    Meleny (Maiden) (9 HP)
    Lawful Neutral female human level 1 druid (0 XP)
    AC: 11, Initiative: +1, Deity: Old Faith
    Strength: 8
    Dexterity: 13
    Constitution: 12
    Intelligence: 10
    Wisdom: 17
    Charisma: 15
    Feats: Combat Casting, Spell Penetration
    Skill ranks: Concentration: 4, Heal: 4, Spellcraft: 4, Spot: 4, Survival: 4
    Availability: She will only join you if the PC talking to her is male and has a Charisma of at least 16, and you agree to marry her, and you complete the requisite quests involving her father Filliken and her sister Althea (the PC talking needs a Diplomacy skill of at least 5 in order to be able to complete these quests). You can only remove her from your party when you are in Hommlet - you can recruit her again indefinitely.
    Location: in house #5 in Hommlet.

    [​IMG]
    Morgan (Prisoner) (10 HP)
    Chaotic Good male human level 1 fighter (0 XP)
    Deity: none
    Strength: 12
    Dexterity: 14
    Constitution: 11
    Intelligence: 11
    Wisdom: 9
    Charisma: 11
    Feats: Dodge, Improved Initiative, Combat Reflexes
    Skill ranks: Listen: 2, Search: 2, Spot: 2
    Availability: He will permanently leave your party if you remove him from your party.
    Location: Temple of Elemental Evil dungeon level 1

    Originally posted by Avatar_do_Grafite:
    [​IMG]
    Mother Screng (Herbmonger) (Y'Dey) (67 HP)
    Neutral Good female human level 9 cleric
    Strength: 13
    Dexterity: 15
    Constitution: 16
    Intelligence: 12
    Wisdom: 17
    Charisma: 13
    Deity: St. Cuthbert
    Domains: Protection, Law
    Feats: Alertness, Combat Casting, Improved Counterspell, Spell Penetration, Toughness
    Skill ranks: Spot: 8, Concentration: 12, Spellcraft: 12, Search: 8, Move Silently: 8
    Availability: She will only join your party if your characters are lower than level 6 and if Otis is already in your party.
    Location: inside her house in Nulb

    [​IMG]
    Oohlgrist (Troll Chief) (116 HP)
    Chaotic Evil male troll level 1 barbarian (0 XP)
    Diety: none
    Strength: 27
    Dexterity: 17
    Constitution: 26
    Intelligence: 6
    Wisdom: 10
    Charisma: 4
    AC: 23 (Natural Armor: +5, Size Adjustment: -1, Dexterity modifier: +3)
    Size: Large (10 ft reach) (can wield a large weapon in each hand)
    Attacks: +12/+12/+7 (claw/claw/bite) (Base Attack: +4/+4/-1, Class: +1, Strength modifier: +8, Size Adjustment: -1)
    Damage: claw: 1d6+8 (piercing and slashing), bite: 1d6+4 (slashing and bludgeoning and piercing)
    Feats: Alertness, Iron Will, Track
    Skill ranks: Listen: 6, Spot: 10
    Equipment: Troll Bone Armor, Ring of Minor Fire Resistance, Necklace of Adaption, Oohlgrist's Emerald Belt [wearer has Immunity (Acid)]
    Special Quality: Regeneration 5 (except Fire/Acid damage)
    Availability: He will only join you if you intimidate him. Your PC talking needs an Intimidate skill of at least 14 in order for the dialogue options to be present.
    Location: Temple of Elemental Evil dungeon level 2
    Note: apparently, trolls won't attack you while Oohlgrist is in your party (not verified)
    While Oohlgrist is in your party, you won't be able to interact with most of the NPCs that you encounter in the game!

    [​IMG]
    Otis (Blacksmith) (103 HP)
    Neutral Good male human level 10 fighter (45000 XP)
    Deity: Old Faith
    Strength: 18
    Dexterity: 17
    Constitution: 18
    Intelligence: 15
    Wisdom: 15
    Charisma: 13
    Feats: Alertness, Cleave, Great Cleave, Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Toughness, Combat Reflexes
    Skill ranks: Spot: 6.5, Listen: 5.5, Move Silently: 2.5, Hide: 2.5, Search: 5.5, Tumble: 2.5
    Equipment: Otis' Longsword +2, Otis' Red Chainmail +2, Longbow, 20 arrows
    Availability: He will only join you once you've found the Temple of Elemental Evil. He will only join you if you pay him 175 gold. He will leave your party the first time that you return to Nulb. You can recruit him again by talking to him about temple factions, but then the next time that you return to Nulb, he will leave your party permanently.
    Location: Nulb

    [​IMG]
    Paida (Concubine) (10 HP)
    Lawful Good female human level 1 fighter (0 XP)
    Deity: St. Cuthbert
    Strength: 10
    Dexterity: 10
    Constitution: 10
    Intelligence: 10
    Wisdom: 10
    Charisma: 18
    Feats: Alertness, Combat Reflexes, Improved Initiative
    Skill ranks: Listen: 2, Search: 2, Spot: 2
    Availability: She will permanently leave your party if you talk to Valden (Wheel and Wainwright) in Hommlet.
    Location: Temple of Elemental Evil dungeon level 4
    Co8 forum member marc1967 discovered that while Paida is in your party, no monsters or opponents or NPCs will attack your party. This will screw up your game so I strongly recommend that you either never rescue Paida or that you return Paida to Valden as soon as possible in order to minimize the risk of stuffing up your game.

    [​IMG]
    Pintark (Prisoner) (22 HP)
    Lawful Evil male half-orc level 2 fighter
    Deity: none
    Strength: 20
    Dexterity: 12
    Constitution: 13
    Intelligence: 3
    Wisdom: 9
    Charisma: 4
    Feats: Improved Initiative, Power Attack, Cleave
    Skill ranks: Intimidate: 5
    Availability: He will only join your party if Tuelk joins your party as well
    Location: Temple of Elemental Evil dungeon level 1

    [​IMG]
    Pishella (Apprentice) (14 HP)
    Neutral Good female human level 1 sorcerer / level 1 wizard (1000 XP)
    Deity: Boccob
    Strength: 14
    Dexterity: 16
    Constitution: 16
    Intelligence: 16
    Wisdom: 12
    Charisma: 18
    Feats: Magical Affinity, Spell Penetration.
    Skill ranks: Concentration: 5, Listen: 2.5, Spellcraft: 5, Spot: 2.5, Tumble: 2.5, Use Magic Device: 2.5
    Sorcerer spells known:
    Spell level 0: Resistance, Ray of Frost, Detect Magic, Daze
    Spell level 1: Magic Missile, Charm Person.
    Wizard Spell Book:
    Spell level 0: Read Magic, Disrupt Undead, Acid Splash, Flare, Open/Close, Daze, Detect Magic, Ray of Frost, Resistance.
    Spell level 1: Cause Fear, Chill Touch, Identify, Sleep.
    Equipment: dagger, Scholar's kit, 10 platinum, 20 gold
    Availability: She will only join you if you give her 50 gold. You need to talk to her twice before she will offer to join you. You can only remove Pishella from your party while your party is in Hommlet.
    Location: in Rufus' and Burne's guard tower in Hommlet. She is next to Burne during the day, but upstairs at night.

    [​IMG]
    Prince Thrommel (Vampire) (115 HP)
    Chaotic Good male human level 10 fighter (45000 XP)
    Deity: none
    Strength: 17
    Dexterity: 16
    Constitution: 16
    Intelligence: 13
    Wisdom: 12
    Charisma: 15
    Attack: +18/+13 (+10 Class, +3 Strength Bonus, +1 Feat: Weapon Focus (Bastard Sword), +4 Item: Prince Thrommel's Magic Bastard Sword)
    Sword Fragarach: Always Hits
    Damage: 1d10+13 (+3 Strength Bonus, +2 Feat: Weapon Specialization (Bastard Sword), +8 Item: Prince Thrommel's Magic Bastard Sword)
    Feats: Acrobatic, Alertness, Cleave, Dodge, Exotic Weapon Proficiency (Bastard Sword), Great Cleave, Power Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Combat Reflexes
    Skill ranks: Listen: 6.5, Search: 6.5, Spot: 6.5, Diplomacy: 6.5
    Equipment: Prince Thrommel's Plate Armor, Prince Thrommel's Large Steel Shield, Dagger +2, Fragarach (Prince Thrommel's Holy Anarchic Bastard Sword +4)
    Availability: He will permanently leave your party as soon as you exit the Temple of Elemental Evil
    Location: Temple of Elemental Evil dungeon level 3

    Quintus Corpus (Halfling Paladin) (168 HP)
    Lawful Evil male halfling level 13 fighter
    Strength: 16
    Dexterity: 14
    Constitution: 15
    Intelligence: 12
    Wisdom: 12
    Charisma: 13
    Size: small
    Feats: Power Attack, Cleave, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword)
    Skill ranks: Intimidate: 16, Listen: 8, Spot: 8
    Availability: He only appears in the game once you've accepted the quest 'Wanted: Quintus Corpus'. He will permanently leave your party and attack you if you either talk to the third and last fugitive or if you enter the Town Constabulary in Verbobonc or after he has been in your party for 5 days.
    Location: the Snake Pit in Nulb

    [​IMG]
    Raimol (Man-At-Arms) (10 HP)
    Chaotic Evil male human level 1 fighter
    Deity: Zuggtmoy
    Strength: 13
    Dexterity: 13
    Constitution: 10
    Intelligence: 9
    Wisdom: 7
    Charisma: 7
    Feats: Cleave, Improved Initiative, Power Attack
    Skill ranks: Spot: 1, Listen: 1.5, Search: 1.5
    Availability: He will only join you if you pay either Rannos Davl or Gremag a one-time hiring fee of 150 or 160 or 200 gold.
    Location: in the Trading Post in Hommlet

    Originally posted by J'allan Uldragos:
    [​IMG]
    Riana (Whore) (13 HP)
    Chaotic Neutral female human level 2 rogue (1000 XP)
    Deity: Olidammara
    Strength: 13
    Dexterity: 16
    Constitution: 12
    Intelligence: 10
    Wisdom: 11
    Charisma: 16
    Feats: Dodge, Stealthy
    Skill ranks: Disable Device: 5, Hide: 5, Listen: 5, Move Silently: 5, Open Lock: 5, Search: 5, Spot: 5, Tumble: 5, Use Magic Device: 5
    Equipment: dagger
    Availability: She will only join your party if Serena is in your party. You can't recruit Riana if your party alignment is Lawful Good. She will only join your party once you have payed off her 500 gold debt to Madam Ophelia. If you remove Riana from your party, then Serena will leave your party as well, and you won't be able to recruit either of them again.
    Location: 1 floor up in the Snake Pit (brothel) in Nulb.
     

    Attached Files:

    Last edited: Dec 14, 2014
  8. gazra_1971

    gazra_1971 Knights of Legend

    Joined:
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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    [​IMG]
    Ronald Rynnwrathi (Cleric) (10 HP)
    Lawful Neutral male human level 1 cleric (0 XP)
    Strength: 14
    Dexterity: 15
    Constitution: 14
    Intelligence: 14
    Wisdom: 16
    Charisma: 12
    Deity: St. Cuthbert
    Domains: Law, Strength
    Feats: Improved Initiative, Martial Weapon Proficiency (Longbow)
    Skill ranks: Concentration: 4, Tumble: 2, Diplomacy: 4, Sense Motive: 2, Appraise: 2, Perform: 2
    Equipment: longbow, studded leather armor, 40 arrows, large wooden shield, heavy mace, 5 gold
    Availability: If you have any half-orcs in your party, then he will only join you if you pay him a one-time hiring fee. If you remove him from your party, then he will return to his original location. You can recruit him again indefinitely.
    Location: upstairs in the Church of St. Cuthbert in Hommlet.

    [​IMG]
    Rufus (Veteran) (38 HP)
    Lawful Good male human level 6 fighter (15000 XP)
    Deity: St. Cuthbert
    Strength: 15
    Dexterity: 12
    Constitution: 12
    Intelligence: 10
    Wisdom: 10
    Charisma: 14
    Feats: Blind-fight, Cleave, Diehard, Great Cleave, Great Fortitude, Power Attack,
    Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
    Skill ranks: Listen 3.5, Search: 3, Spot 3.5, Tumble: 3.5
    Equipment: Battleaxe +1, Silver Breastplate +1, Steel Shield +1, Scarab of Proof against Poison, Dust of Disappearance, 20 Arrows +2, 5x Blue Sapphire, 100 Platinum, 200 Gold, 15 Silver
    Availability: He will only join you once you've found the Temple of Elemental Evil. Rufus will only join you if your party alignment is Good or Lawful Neutral. Rufus will permanently leave your party the next time that you travel to a different map after discovering the existence of Zuggtmoy.
    Location: in his guard tower in Hommlet

    [​IMG]
    Sargen (Wizard)
    Lawful Evil male human level 5 wizard
    Deity: none
    Strength: 12
    Dexterity: 10
    Constitution: 15
    Intelligence: 16
    Wisdom: 9
    Charisma: 8
    Feats: Spell Focus (Enchantment), Combat Casting, Spell Penetration, Greater Spell Focus (Enchantment)
    Skill ranks: Concentration: 8, Listen: 8, Spot: 8, Search: 8, Spellcraft: 8, Tumble: 8
    Wizard Spell Book:
    Spell level 1: Shield, Magic Missile, Mage Armor
    Spell level 2: Mirror Image, Tasha's Hideous Laughter
    Spell level 3: Fireball, Hold Person
    Availability: He will permanently leave your party if you enter Nulb, Hommlet or Verbobonc
    Location: Earth Node (to the upper right of the entry point)

    [​IMG]
    Scorpp (Hill Giant) (172 HP)
    Chaotic Evil male hill giant level 2 fighter (1000 XP)
    Deity: none
    Strength: 25
    Dexterity: 8
    Constitution: 19
    Intelligence: 8
    Wisdom: 11
    Charisma: 7
    AC: 17 (Natural Armor: +9, Size Adjustment: -1, Dexterity modifier: -1)
    Size: Large (10 ft reach) (can wield a large weapon in each hand)
    Attacks: +17/+12/+7 (Base Attack: +9/+4/-1, Class: +2, Strength modifier: +7, Size Adjustment: -1)
    Damage: 2d6+10 (bludgeoning and piercing) (Hill Giant Spiked Club)
    Feats: Cleave, Great Cleave, Improved Critical (Greatclub), Power Attack, Weapon Focus (Greatclub)
    Skill ranks: Listen: 4, Spot: 6
    Equipment: Hill Giant Spiked Club, 3011 gold, 17x Rhodochrosite, tribal necklace.
    Availability: He will only join you once you've reduced his HP low enough. He will attack you as soon as you remove him from your party.
    Location: Temple of Elemental Evil dungeon level 3
    Note: your screen will shake whenever Scorpp is moving.
    While Scorpp is in your party, you won't be able to interact with most of the NPCs that you encounter in the game!

    [​IMG]
    Serena (Gypsy) (21 HP)
    True Neutral female human level 3 rogue (3000 XP)
    Deity: Olidammara
    Strength: 10
    Dexterity: 16
    Constitution: 12
    Intelligence: 8
    Wisdom: 10
    Charisma: 15
    Feats: Point Blank Shot, Precise Shot, Weapon Finesse (Rapier)
    Skill ranks: Disable Device: 6, Gather Information: 6, Hide: 6, Move Silently: 6, Open Lock: 6, Search: 6, Tumble: +6, Use Magic Device: 6
    Equipment: Rusty Rapier, Grey Leather Armor, Ring of Invisibility, 2 Copper.
    Availability: She will only join you if you buy her or her freedom from Mona for 500 gold. If you remove Serena from your party, then you won't be able to recruit her again. If Riana is in your party when you remove Serena from your party, then Riana will leave your party as well, and you won't be able to recruit either of them again.
    Location: behind Mona (Older Gypsy) in Nulb.

    [​IMG]
    Spugnoir (Sage) (8 HP)
    Neutral Good male human level 2 wizard (1000 XP)
    Deity: Boccob
    Strength: 9
    Dexterity: 13
    Constitution: 12
    Intelligence: 16
    Wisdom: 10
    Charisma:10
    Feats: Point Blank Shot, Precise Shot
    Skill ranks: Spot: 5, Concentration: 5, Spellcraft: 5, Search: 5, Tumble: 5, Listen: 5
    Equipment: dagger?, Scholar's Kit, Flask of Oil, Bottle of Acid, Holy Water
    Wizard Spell Book
    Spell level 0: Read Magic, Acid Splash, Open/Close, Daze, Detect Magic, Ray of Frost, Disrupt Undead, Resistance, Flare
    Spell level 1: Burning Hands, Charm Person, Magic Missile, Identify, Mage Armor
    Availability: If you remove him from your party, then he will return to his original location. You can recruit him again indefinitely.
    Location: in the Inn of the Welcome Wench (ground floor during the day; upstairs at night) in Hommlet

    [​IMG]
    Taki (Veteran) (77 HP)
    Neutral Good male human level 7 fighter (21000 XP)
    Deity: none
    Strength: 18
    Dexterity: 16
    Constitution: 13
    Intelligence: 12
    Wisdom: 8
    Charisma: 10
    Feats: Combat Reflexes, Improved Initiative, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow)
    Skill ranks: Intimidate: 10, Listen: 5, Search: 5, Spot: 5
    Equipment: masterwork composite longbow (Strength 18), full plate armor, 20 arrows, dagger, longsword, large steel shield
    Availability: He won't join or stay in your party while Ashrem is in your party. He will permanently leave your party if you remove him from your party
    Location: Air Node (to the right of the entry point)

    [​IMG]
    Ted (Prisoner) (10 HP)
    True Neutral male human level 1 fighter
    Deity: none
    Strength: 10
    Dexterity: 10
    Constitution: 10
    Intelligence: 10
    Wisdom: 10
    Charisma: 10
    Feats: Combat Reflexes, Improved Initiative, Quick Draw
    Skill ranks: Diplomacy: 2, Listen: 2, Search: 2
    Availability: He is only in the game if you talk to Mona and select the dialogue option "I seek humor in all things, even when the moment may not warrant it" when she asks "What kind of adventure do you seek?", and this has to happen before you first arrive at The Temple of Elemental Evil exterior map. He will only join your party if his "brothers" Ed and Ed join your party as well. If you remove Ted from your party, then Ted and Ed and Ed will return to their original locations. You can recruit them again indefinitely.
    Location: Temple of Elemental Evil dungeon level 1 (next to Morgan)

    [​IMG]
    Tuelk (Prisoner) (24 HP)
    Lawful Evil male half-orc level 2 fighter
    Deity: none
    Strength: 17
    Dexterity: 13
    Constitution: 14
    Intelligence: 12
    Wisdom: 10
    Charisma: 7
    Feats: Combat Reflexes, Exotic Weapon Proficiency (Spiked Chain), Weapon Focus (Spiked Chain)
    Skill ranks: Listen: 2.5, Search: 2.5, Spot: 2.5, Tumble: 2.5
    Availability: He will only join your party if Pintark joins your party as well
    Location: Temple of Elemental Evil dungeon level 1

    [​IMG]
    Turuko (Monk) (11 HP)
    Lawful Evil male human level 3 monk (3000 XP)
    Deity: Hextor
    Strength: 15
    Dexterity: 15
    Consitution: 11
    Intelligence: 9
    Wisdom: 15
    Charisma: 5
    Feats: Improved Initiative, Mobility, Dodge, Deflect Arrows
    Skill ranks: Spot: 5, Listen: 5, Hide: 4, Move Silently: 4, Tumble: 6
    Equipment: quarterstaff, 2 daggers
    Availability: He will only join a party of 4 or less characters, and Kobort has to join as well. He will not join your party if your party alignment is Lawful Evil.
    Location: in the Inn of the Welcome Wench (upstairs during the day, ground floor at night) in Hommlet.
    Behaviour: During combat, if your group is at <30% HP on average and if Kobort and Turuko are at >70% HP, then Kobort and Turuko will turn on you during the combat. This only happens if Kobort is also in your group.

    [​IMG]
    Wakefield (Hextor Priest) (214 HP) SR[20]
    Lawful Evil male human level 12 cleric / level 5 fighter (136000 XP), Diety: Hextor
    Domains: Law, War
    Size: Large
    Strength: 20
    Dexterity: 12
    Constitution: 18
    Intelligence: 10
    Wisdom: 18
    Charisma: 16
    Feats: Cleave, Combat Casting, Dodge, Great Cleave, Greater Weapon Focus (Light Mace), Power Attack, Spell Penetration, Weapon Focus (Light Mace), Weapon Specialization (Light Mace)
    Skill ranks: Concentration: 20, Diplomacy: 20, Spellcraft: 20
    Equipment: Black Rod (Light Mace +2), Black Plate, Masterwork Metal Tower Shield
    Availability: He will only join your party during the War of the Golden Skull and only if your party leader PC worships Hextor. He will permanently leave your party when the War of the Golden Skull is over.
    Location: just outside Kenter Nevets' (the Town Elder's) Town Defense residence in Hommlet (during the War of the Golden Skull only).

    [​IMG]
    Wicked (Prisoner) (14 HP)
    True Neutral male human level 2 rogue (1000 XP)
    Deity: none
    Strength: 12
    Dexterity: 14
    Constitution: 16
    Intelligence: 13
    Wisdom: 12
    Charisma: 10
    Feats: Dodge, Weapon Focus (Dagger)
    Skill ranks: Move Silently: 5, Search: 5, Disable Device: 5, Hide: 5, Tumble: 5, Sleight of Hand: 5, Open Lock: 5, Listen: 5, Spot: 5, Sense Motive: 5
    Location: Temple of Elemental Evil dungeon level 2

    [​IMG]
    Wonnilon (Prisoner) (72 HP)
    True Neutral male gnome level 3 fighter / level 3 rogue
    Deity: none
    Strength: 15
    Dexterity: 17
    Constitution: 18
    Intelligence: 12
    Wisdom: 9
    Charisma: 10
    Size: small
    Feats: Cleave, Exotic Weapon Proficiency (Repeating Crossbow), Improved Initiative, Point Blank Shot, Power Attack, Weapon Focus (Repeating Crossbow)
    Skill ranks: Disable Device: 5, Hide: 7, Listen: 6, Move Silently: 7, Open Lock: 6, Search: 6, Sleight of Hand: 7, Spot: 6
    Availability: For Wonnilon to become permanently available, you need to return Wonnilon's items to him by finding them and then talking to Wonnilon about his items. If you remove him from your party, then he will be in his hideout in the northeast corner of the Temple of Elemental Evil dungeon level 1. You can recruit him again indefinitely.
    Location: Temple of Elemental Evil dungeon level 1

    [​IMG]
    Zaxis (Bard) (40 HP)
    Chaotic Neutral male half-elf level 5 bard (10000 XP)
    Deity: Fharlanghn
    Strength: 15
    Dexterity: 15
    Constitution: 15
    Intelligence: 12
    Wisdom: 12
    Charisma: 15
    Feats: Point Blank Shot, Precise Shot
    Skill ranks: Concentration: 8, Hide: 8, Listen: 8, Move Silently: 8, Tumble: 8, Use Magic Device: 8, Perform: 8
    Equipment: Brown Leather Armor +1, Rapier, a random instrument (e.g. Drum or Horn), 11 Gold
    Bard Spells Known:
    Spell Level 0: Daze, Detect Magic, Flare, Resistance, Read Magic, Open/Close
    Spell Level 1: Charm Person, Cure Light Wounds, Sleep, Tasha's Hideous Laughter
    Spell Level 2: Cure Moderate Wounds, Eagle's Splendor, Invisibility
    Location: random encounter while travelling on the world map. Once you've had the random encounter with Zaxis, if you don't recruit him, then he spends the rest of the game in the Snake Pit (brothel) in Nulb. You can recruit him there at any time thereafter.

    Originally posted by Rocktoy:
    Originally posted by AlanC9:
    [​IMG]
    Zert (Patron) (12 HP)
    Chaotic Evil male human level 2 fighter (1000 XP)
    Deity: Zuggtmoy
    Strength: 16
    Dexterity: 15
    Constitution: 11
    Intelligence: 13
    Wisdom: 9
    Charisma: 10
    Feats: Power Attack, Cleave, Dodge, Weapon Focus (Longsword)
    Skill ranks: Spot: 2.5, Listen: 2.5, Search: 2.5, Intimidate: 5
    Equipment: longsword, scale armor, large steel shield, dagger
    Location: in the Inn of the Welcome Wench (upstairs during the day, ground floor at night) in Hommlet
    Behaviour: During combat, if your group is at <30% HP on average and if Zert is at >70% HP, then Zert will turn on you during the combat.
     

    Attached Files:

    Last edited: Jun 15, 2015
  9. gazra_1971

    gazra_1971 Knights of Legend

    Joined:
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    Messages:
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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    1.23 Cheat codes

    Originally posted by Gaear:
    For the full list of cheat codes and how to use them, click on the following link:

    http://www.co8.org/forum/showpost.php?p=11422&postcount=1



    Cheat codes not listed in the link above:

    Originally posted by Gaear:

    For any of the cheat codes that the Circle of Eight team have created to work, you must first enter the following cheat code in the console beforehand:

    from t import *

    Once you've entered the above cheat code in the console, the following Co8 created cheat codes will now work:

    Warning: I strongly advise that you never use either the console code t() or uberizemajor() because after I had entered both of those console codes, if I tried to loot any corpse or click on any item in any of my characters' inventories, then the game permanently stopped responding (crashed/hung/locked up)!



    t()

    (teleports your party to Hommlet and gives all of your characters the following:

    Strength 24
    Dexterity 24
    Constitution 24
    Wisdom 24
    Charisma 24
    ~ +65 HP
    Longsword +5
    Holy Ranseur +1
    Masterwork Light Crossbow
    Wand of Knock
    Wand of Fireball (9th)
    Bracers of Armor +5
    Amulet of Natural Armor +5
    Ring of Fire Resistance, Minor
    10 Bolts +3
    Greater Temple Black Robes
    Eye of Flame Cloak)



    uberizemajor()

    (gives all of your characters the following:

    Strength 210
    Dexterity 100
    Constitution 45
    Wisdom 100
    Charisma 100
    317 HP)



    loc()

    (that will give you your x and y coordinates on the map)



    tp(5051,481,446)

    (this should teleport your party outside the door of your house in Nulb)



    tp(5121,480,480)

    (teleports your party to Verbobonc)



    tp(5067,488,539)

    (teleports your party to the Temple of Elemental Evil dungeon level 2)



    tp(5080,479,588)

    (teleports your party to the Temple of Elemental Evil dungeon level 4)



    tp(5081,477,483)

    (teleports your party to the Air Node)



    tp(5082,484,473)

    (teleports your party to the Earth Node)



    tp(5083,505,495)

    (teleports your party to the Fire Node)



    firenode()

    (teleports your party to the Fire Node)



    from t import *
    quickstart(5)


    (it will autokill and autoloot any vanilla area you enter)



    How to change a cleric's domains:

    Originally posted by Sitra Achara:
    Originally posted by krokyk:
    For a list of all of the items and NPCs for use with the cheat codes, use a text editor (e.g. Notepad) to read the following files in your game directory:

    \data\mes\description.mes

    \data\mes\long_description.mes

    1.24 List of game areas for use with the cheat codes

    To add one of the following areas to your world map (that you can then travel to), type the following cheat code:

    game.areas[#] = 1

    where # is one of the numbers below

    1 Hommlet
    2 Moathouse
    3 Nulb
    4 Temple of Elemental Evil
    5 Emridy Meadows
    6 Imeryds Run
    7 Welkwood Bog
    8 Moathouse Cave Exit
    9 Hickory Branch
    10 Deklo Grove
    11 Burnt Farmhouse
    12 Ogre Cave
    14 Verbobonc
    15 Verbobonc Cave Exit
    16 Hommlet Quarry

    1.25 List of quests for use with the cheat codes

    Quest Titles

    {1} {Unhappy Tailor}
    {2} {Woodcutter's Problem}
    {3} {Black Jay's Dead Sheep}
    {4} {A Ring For Black Jay}
    {5} {Carpenter's Dilemma}
    {6} {Cupid's Arrow}
    {7} {Flirting With Disaster}
    {8} {Grain For The Church}
    {9} {Stealing Farmers}
    {10} {Another Soul For Cuthbert}
    {11} {Terjon Wants More Followers}
    {12} {One Bride For One Player}
    {13} {Terjon Searches For A St. Cuthbert Artifact}
    {14} {Zealotry}
    {15} {Agent Revealed}
    {16} {Traders Revealed}
    {17} {The Traders' Courier}
    {18} {Know When To Fold Them}
    {19} {Drinking Contest}
    {20} {The Rescue Of Paida}
    {21} {The Courtship Of Eddie's Herdsman}
    {22} {Lawful Good Opening Vignette}
    {23} {Neutral Good Opening Vignette}
    {24} {Chaotic Good Opening Vignette}
    {25} {Lawful Neutral Opening Vignette}
    {26} {True Neutral Opening Vignette}
    {27} {Chaotic Neutral Opening Vignette}
    {28} {Lawful Evil Opening Vignette}
    {29} {Neutral Evil Opening Vignette}
    {30} {Chaotic Evil Opening Vignette}
    {31} {A Second Trip For Otis}
    {32} {Bribery For Profit}
    {33} {Madam Ophelia's Weakest Link}
    {34} {Porky's Revenge}
    {35} {Grud's Fish Story}
    {36} {A Pirate's Life For Me}
    {37} {Thief!}
    {38} {The Spy Who Loved Me}
    {39} {Triple-Cross}
    {40} {Eye Of The Tiger}
    {41} {Preston Wetz's Tooth Of Pain}
    {42} {Assassination}
    {43} {Romag 1: Exterminator}
    {44} {Romag 2: A Note For Rentsch}
    {45} {Romag 3: Assassinate Belsornig}
    {46} {Belsornig 1: Oohlgrist For Water}
    {47} {Belsornig 2: Blame Game}
    {48} {Belsornig 3: The Setup }
    {49} {Kelno 1: Defection}
    {50} {Kelno 2: Desecration}
    {51} {Kelno 3: Assassination}
    {52} {Alrrem 1: Oohlgrist For Fire}
    {53} {Alrrem 2: Operation Ogre}
    {54} {Alrrem 3: The Orb}
    {55} {Equipment For Wonnilon}
    {56} {Of Gnomish Crossbows And Magic Scrolls}
    {57} {Tubal's Collection Agency}
    {58} {What's Eating The Supreme Commander?}
    {59} {Gypsy Road}
    {60} {Mona's Crystal Ball}
    {61} {Burne's Puzzles}
    {62} {Hickory Branch}
    {63} {Bribery For Justice}
    {64} {Retribution}
    {65} {Hero's Prize}
    {66} {Robbery at the Hostel}
    {67} {Framework of a Murder}
    {68} {Under Surveillance}
    {69} {Under Attack From Underground}
    {70} {Free Jenna}
    {71} {Free Elysia}
    {72} {Clear The Moathouse}
    {73} {Welkwood Bog}
    {74} {Frozen Assets}
    {75} {Family Turmoil}
    {76} {Catching The 'Cousin'}
    {77} {Removing Wilfrick}
    {78} {The Slave Traders}
    {79} {Wanted: Guntur Gladstone}
    {80} {Wanted: Kendrew Commonworth}
    {81} {Wanted: Quintus Corpus}
    {82} {Building Credit}
    {83} {Fear Of Ghosts}
    {84} {Contract On Canon Thaddeus}
    {85} {Monster Mash}
    {86} {Ratting Out The Hextorites}
    {87} {Snitching On The Scarlet Brotherhood}
    {88} {Narcing On The Scarlet Brotherhood}
    {89} {The Rabbit Hole}
    {90} {The Gremlich}
    {91} {Gremag 1: Wherefore Art Thou, Armario?}
    {92} {Gremag 2: Kenter Nevets RIP}
    {93} {Gremag 3: Holy Smoke!}
    {94} {Romag 2: Alrrem Must Pay!}
    {95} {Season of the Witch}
    {96} {Of Castles and Quarries}
    {97} {War of the Golden Skull: Defender}
    {98} {Tools of the Trade}
    {99} {A Cure For Amii}
    {100} {Masterwork Items}
    {101} {Lords and Ladies}
    {102} {Demons and Demigods}
    {103} {War of the Golden Skull: Attacker}
    {104} {Contact: Captain Renton}
    {105} {Missing Ranger}
    {106} {Return to the Moathouse}
    {107} {Contact: Ariakas}
    {108} {Notice: Prince Zook IV}
    {109} {What Lies Beneath}
    {110} {Notice: Captain Abiram}
    {111} {Notice: Lord Viscount Wilfrick}
    {112} {Notice: Lord Viscount Wilfrick}


    Quest Descriptions

    {1} {Jinnerth, the tailor of Hommlet, has asked you to speak with the captain of the militia about allowing him to join the town militia.}
    {2} {Tarim has asked you to kill some spiders in a deklo grove so that he can get access to the wood there.}
    {3} {Black Jay has asked you to find out why his sheep are all dying.}
    {4} {Black Jay is looking for his wife's wedding ring.}
    {5} {The town carpenter would like his brother Marek to convert to Old Faith so that the villagers might better accept his family.}
    {6} {Gwynneth has asked you to try to pair up her brother-in-law Filliken with the widow Mathilde.}
    {7} {Meleny has fallen in love with you and would like to join you, but she requires the permission of her father (Filliken) first.}
    {8} {Myella, the church serving woman, has asked you to get flour from the miller for the church.}
    {9} {Filliken, a prosperous farmer, thinks that someone less fortunate is stealing from him.}
    {10} {Erliter, the miller's servant, would like to switch from Old Faith to St. Cuthbert but is afraid to tell the miller.}
    {11} {Terjon has asked you to try to convert the leatherworker's family to St. Cuthbert.}
    {12} {Holten Kindlehopper would like you to find a husband for his daughter, Fruella.}
    {13} {Terjon lost an item of great value to him during the Battle of Emridy Meadows and has asked for your help to find it.}
    {14} {Calmert has asked you to collect Church dues from one of the braumeister's apprentices.}
    {15} {Burne and Rufus would like you to infiltrate the laborer camp and look for a spy who is sabotaging their orders.}
    {16} {You have learned about the spy in the laborers' camp and returned to speak with Rannos Davl and Gremag.}
    {17} {You have learned that a suspicious courier to the traders is an agent of some mysterious entity.}
    {18} {Ostler suspects that Furnok is cheating at gambling in the inn.}
    {19} {Tuperello has asked you to join in a drinking contest.}
    {20} {Valden, the Hommlet wainwright, has told you about his concern that his wife has disappeared with a caravan to Verbobonc.}
    {21} {Laszlo, a herdsman in Hommlet, has lost his wife recently, raising suspicions in the town about his mental stability.}
    {22} {Deliver news of the ambushed caravan to Valden, the wainwright in Hommlet.}
    {23} {Deliver news of the death of Y'Dey to Terjon at the Church of St. Cuthbert in Hommlet.}
    {24} {You have been asked to discover the whereabouts of Princess Tillahi and Sir Juffer. You have been told Black Jay in Hommlet can give you further guidance.}
    {25} {The Directing Oligarchy of Greyhawk has ordered you visit the town elder in Hommlet as a response to his request for aid.}
    {26} {Travel to Hommlet to convince Jaroo, the druidical leader there, to send in his report to Hrudek, which has not been received for several months.}
    {27} {Find the Treasure Horde of Rainbow Rock near a small hamlet called Hommlet.}
    {28} {You have been ordered to destroy the sword Fragarach. Your contact for further information is Turuko in Hommlet at the Inn of the Welcome Wench.}
    {29} {Visit Terjon at the Church of St. Cuthbert in Hommlet and tell him of the burning of his church in Willip.}
    {30} {Talk to Rannos Davl in Hommlet to locate and possibly join with the bandits.}
    {31} {Otis has agreed to join you on one more trip to the Temple.}
    {32} {In an appeal to the opportunistic side of your nature, Sammy has offered to tell you where Otis keeps his stash for a price.}
    {33} {Ophelia is having troubles with Jenelda and Riana, two of her girls.}
    {34} {Mickey, one of the braumeister's apprentices, is causing trouble for Ophelia at the Snake Pit.}
    {35} {Grud has asked you to catch a gar for him in the Imeryds Run.}
    {36} {Bertram would be interested in a date with you but is afraid that Tolub would not let him go.}
    {37} {You have caught Dala, a serving wench at the Waterside Hostel, stealing from you.}
    {38} {Pearl, a serving wench at the Waterside Hostel, suspects Wat of cheating on her.}
    {39} {Having learned that Rentsch and Wat both work for the Temple, you have decided to play them against each other.}
    {40} {Tolub has challenged you to a brawl.}
    {41} {Preston Wetz has told you about his painful tooth.}
    {42} {Skole wants you to kill Lodriss.}
    {43} {Romag has asked you to kill a giant snake.}
    {44} {Romag has asked you to deliver a message to Rentsch.}
    {45} {Romag has asked you to kill Belsornig. }
    {46} {Belsornig has asked you to recruit the troll chief Oohlgrist to the Water Temple.}
    {47} {Belsornig has asked you to kill Alrrem and leave a specific poison at the scene.}
    {48} {Belsornig has asked you to kill the bugbears guarding the Greater Temple jail and leave incriminating evidence against Romag.}
    {49} {Kelno has asked you to recruit a bunch of nearby bugbears to the Air Temple.}
    {50} {Kelno has asked you to defile the Earth Temple altar with some specially prepared holy water.}
    {51} {Kelno has asked you to kill either Belsornig or Alrrem, your choice.}
    {52} {Alrrem has asked you to recruit the troll chief Oohlgrist to the Fire Temple by offering a ring of fire resistance.}
    {53} {Alrrem has asked you to recruit a tribe of ogres in an ogre cave northwest of Nulb to join the Fire Temple using diplomatic skills or non-lethal damage. Once convinced or subdued, report back to Alrrem immediately.}
    {54} {Alrrem has asked you to steal the Orb of Golden Death from Falrinth.}
    {55} {Wonnilon has asked you find his stolen equipment and return it to him in his hiding place.}
    {56} {Wonnilon has asked you to help him find his crossbow and magic scroll.}
    {57} {Tubal has asked you to get a mace from Antonio that he lost to Tubal in a dice game.}
    {58} {Hedrack has asked you to find out what is causing the disturbance on the third level.}
    {59} {Serena has asked you to help her gain her freedom from Mona.}
    {60} {Mona has asked you to find Mickey, take the Orb of Sah from him, and return it to her.}
    {61} {Burne has posed a few puzzles for you to solve.}
    {62} {The ranger Bethany has appraised you of a group of three mysterious figures amassing an army of highly trained orcs and other creatures at a location near the Kron Hills called Hickory Branch.}
    {63} {Sammy has inadvertently appealed to the scrupulous side of your nature with a chance to thwart his scheme of revealing Otis' stash.}
    {64} {Burne has asked you to investigate Rannos and Gremag's possible involvement in the assassin's attempt on your life.}
    {65} {The Master of the Arena has promised you a magnificent reward if you overcome all the challenges that he has in store for you.}
    {66} {You have been enlisted to rob and eliminate a wealthy jeweler at the Waterside Hostel in Nulb.}
    {67} {You've been hired to murder a member of the Verbobonc Patrol and frame a patrol captain in order to create dissention amongst the ranks of the Constabulary.}
    {68} {You've noticed men clad in scarlet watching you in and around Verbobonc.}
    {69} {You have been told about drow attackers who threaten to invade Verbobonc.}
    {70} {You have been asked to free Jenna from the temple prison.}
    {71} {You have been asked to free Elysia from the temple prison.}
    {72} {You have been asked to clear out the Moathouse.}
    {73} {You've been told of a location outside of Hommlet where you might find adventure of a more perilous nature than what the town seems to offer.}
    {74} {The Lord Viscount of Verbobonc has asked you to investigate why merchants are being frozen in their tracks.}
    {75} {Elysia has asked if you can convince her father to forgive her for misbehaving and release her from her punishment.}
    {76} {You've told Wilfrick of the plot to assassinate him, and he has asked you to arrest the assassin for the charge of treason.}
    {77} {The Scarlet Brotherhood have entrusted you with the task of assassinating the Viscount.}
    {78} {Lord Viscount Wilfrick has asked you to locate and destroy a group of slave traders from Dyvers.}
    {79} {You've been enlisted by Captain Achan of the Verbobonc Watch to bring in the fugitive Guntur Gladstone.}
    {80} {You've been enlisted by Captain Achan of the Verbobonc Watch to bring in the fugitive Kendrew Commonworth.}
    {81} {You've been enlisted by Captain Achan of the Verbobonc Watch to bring in the fugitive Quintus Corpus.}
    {82} {You have agreed to pay off your mortgage with the Silver Consortium for the Castle of the Lords in 21 days.}
    {83} {Three ghosts in and around your castle in Verbobonc are looking for the things they've lost, and they will plague you until their possessions are returned.}
    {84} {Hextor's actuaries in Verbobonc have hired you to assassinate a noted priest of Pelor from the city of Narwell.}
    {85} {The Church of Pelor in Verbobonc has hired you to carry out a strategic strike against a Hextor cell operating in the Temple of Elemental Evil.}
    {86} {You have reported the Hextorites' assassination plans to Canon Ramses, allowing him to send a warning to Canon Thaddeus and prevent his possible demise.}
    {87} {You have reported the Scarlet Brotherhood's robbery plans to the Verbobonc authorities, allowing them to arrest Darlia on charges of conspiracy to commit robbery.}
    {88} {You have reported the Scarlet Brotherhood's murder plans to the Verbobonc authorities, allowing them to arrest Darlia on charges of conspiracy to commit murder.}
    {89} {Prince Zook IV has asked you to find a valuable gem somewhere in The Castle of the Lords.}
    {90} {You've been informed that the Hextorites have sent the mythical Gremlich after you, and that a mystic might be able to help. The mystic may want you to destroy it.}
    {91} {Gremag has asked you to kill Armario, the cabinet maker. He says that this will allow you to join an assassins' group.}
    {92} {Gremag has asked you to kill Kenter Nevets, the town elder. He says that this is the next stage of your initiation into an assassins' group.}
    {93} {Gremag has asked you to kill Terjon, the priest of St.Cuthbert. He says that this is the next stage of your initiation into an assassins' group.}
    {94} {Romag has asked you to kill Alrrem's underlings Tubal and Antonio to avenge the death of his servant Rentsch.}
    {95} {You've been told of a witch who is rumored to have appeared in the area somehwere to the east of Hommlet.}
    {96} {A group of dwarves is refusing access to the quarry from which Hommlet has been mining stone for the construction of its new castle.}
    {97} {You've been enlisted to assist Hommlet in dealing with the threat of a hostile invasion from forces loyal to Hextor. These forces are said to seek the Orb of Golden Death.}
    {98} {You've been asked to acquire mithril tools for the dwarven blacksmith Fireforge.}
    {99} {Tarim the woodcutter has a sick daughter. He is Old Faith and therefore looks to Jaroo for a cure.}
    {100} {Brother Smyth doesn't want to sell you masterwork items, but you can change his mind by proving your worth. To do that you need to bring him the head of a giant.}
    {101} {Lady Asherah of Verbobonc has offered to entertain you for an evening as reward for your defense of Hommlet.}
    {102} {You must destroy the avatars of Iuz or St. Cuthbert, or the balor Alzoll and its cohorts in order to save your life and the life of Lady Asherah.}
    {103} {You've been enlisted to assist Hommlet in dealing with the threat of a hostile invasion from forces loyal to Hextor, but you've switched sides and joined the Hextorites.}
    {104} {Brother Smyth has put you in touch with Captain Renton regarding a possible situation threatening the village. He lives on the southwest edge of town.}
    {105} {Captain Asaph of the Verbobonc Regional Patrol has asked you to be on the lookout for an elite ranger from the patrol who has gone missing.}
    {106} {Captain Asaph of the Verbobonc Regional Patrol has asked you to return to the Moathouse to investigate some possible malfeasance.}
    {107} {Lord Viscount Wilfrick has asked you to contact the adventurer Ariakas in Hommlet regarding a possible crisis threatening the village. He can be found in the town defense near the center of town.}
    {108} {Prince Zook IV has given notice requesting your presence in his chambers in the Gnome Quarter.}
    {109} {Captain Abiram of the Verbobonc Watch has asked you to investigate the disappearance of two Verbobonc children.}
    {110} {Captain Abiram has given notice requesting your presence at his desk in Verbobonc City Hall.}
    {111} {Lord Viscount Wilfrick has given notice requesting your presence in his chambers in Verbobonc City Hall.}
    {112} {Lord Viscount Wilfrick has given emergency notice requesting your presence in his chambers in Verbobonc City Hall.}
     

    Attached Files:

    Last edited: Sep 8, 2014
  10. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    1.26 List of reputations for use with the cheat codes

    Reputation Titles

    {2} St. Cuthbert Disciple
    {3} Old Faith Donor
    {4} Master of the Crude Insult
    {5} Beggar Maker
    {6} Tatterdemalion Tutelary
    {7} Defiler of Women
    {8} Master Ravager
    {9} Purveyor of Swift Justice
    {10} Member of the Air Temple
    {11} Member of the Earth Temple
    {12} Member of the Water Temple
    {13} Member of the Fire Temple
    {14} Champion Brawler
    {15} Moathouse Cleaner
    {16} Prison Liberator
    {17} Liberator Extraordinaire
    {18} Friend of Lareth the Beautiful
    {19} Scarlet Assassin
    {20} Victor of the Drinking Contest
    {21} Assassin of Lodriss
    {22} Knight of Furyondy and Veluna
    {23} Target of Revenge
    {24} Initiate of Assassin's Group
    {25} Grud Buddy
    {26} Dragonslayer
    {27} Rabble-Rouser
    {28} Dominatrix
    {33} Exorcist
    {34} Slaughterer of Verbobonc
    {35} Constable Killer
    {36} Village Bicyclist
    {37} Lord of Verbobonc
    {38} Credit Risk
    {39} Coward of the County
    {40} Tarah-ka-Turah Slayer
    {41} Murderer of the Dyvers Rescuers
    {42} Refugee
    {43} Murderer of Lord Viscount Pro Tem Lerrik
    {44} Murderer of Lord Viscount Wilfrick
    {45} Murderer of Prince Zook IV
    {46} Murderer of Canon Ramses
    {47} Hextor Rat
    {48} Scarlet Brotherhood Snitch
    {49} Scarlet Brotherhood Narc
    {50} Scarlet Brotherhood Whistle-Blower
    {51} Hextor Whore
    {52} Savior of Hommlet
    {53} Hommlet Deserter
    {54} Disfunctional
    {55} Uptight
    {56} Consort of Lady Asherah
    {57} Associate of Lady Asherah
    {58} Slayer of Iuz
    {59} Slayer of St. Cuthbert
    {60} Slayer of Alzoll
    {61} Hommlet Destroyer
    {62} Orc Obliterator
    {63} Afraid of Alzoll
    {64} Afraid of Iuz
    {65} Afraid of St. Cuthbert
    {66} Victor of the Drinking Contest
    {67} Paranoid Schizophrenic
    {68} Sewer Rat
    {69} Fact Finder: Boroquin
    {70} Fact Finder: Panathaes
    {71} Fact Finder: Rakham
    {72} Advanced Fact Finder: Boroquin
    {73} Advanced Fact Finder: Panathaes
    {74} Advanced Fact Finder: Rakham
    {75} Fact Finder Extraordinaire: Boroquin
    {76} Fact Finder Extraordinaire: Panathaes
    {77} Fact Finder Extraordinaire: Rakham
    {78} Hawkshaw
    {79} Proponent For Change
    {80} Patrol Officer
    {81} One of Nine
    {82} Two of Nine
    {83} Three of Nine
    {84} Four of Nine
    {85} Five of Nine
    {86} Six of Nine
    {87} Seven of Nine
    {88} Eight of Nine
    {89} Nine of Nine
    {90} Insomniac
    {91} Active Adventurer
    {92} Butcher of Hommlet


    backgrounds

    {2} {You have donated much to the cause of St. Cuthbert.}
    {3} {Feeling the warmth of Jaroo, you have generousely given to the cause of the Old Faith.}
    {4} {Your sly wit has insulted more than a few passersby.}
    {5} {Your unsympathetic choices have caused one of the fine citizens of Hommlet to be reduced to a beggar.}
    {6} {You have created a virtual skid row of beggars in front of the Inn of the Welcome Wench.}
    {7} {Succumbing to rage and your own bodily needs, you have cruelly taken a woman against her will.}
    {8} {Clearly requiring psychological help, you have violated multiple women across the Oerth.}
    {9} {You have acted quickly to resolve a problem by executing the guilty party.}
    {10} {Wanting to help out Kelno, you have completed one of his tasks for him.}
    {11} {You have joined the Earth Temple by helping Romag complete a troublesome task for him.}
    {12} {In awe of the clever Belsornig, you have joined the Water Temple by performing a task for him.}
    {13} {You've thrown your lot in with Alrrem of the Fire Temple by helping him out.}
    {14} {Everyone knows of your superior brawling skills after defeating Tolub.}
    {15} {With the death or capture of Lareth, you have shown your ability to make troublesome areas safe again.}
    {16} {You have rescued a prisoner from the Temple of Elemental Evil.}
    {17} {You've opened up the doors on the prison cells, freeing many of the previous captives in the Temple.}
    {18} {Lareth the Beautiful has joined your party as your guest.}
    {19} {By killing the Lord Viscount of Verbobonc, the Scarlet Brotherhood have given to you the rank of Cousin.}
    {20} {You drank the good citizens of Hommlet under the table in a contest of alcohol tolerance.}
    {21} {Following the instructions of Skole, you have assassinated Lodriss.}
    {22} {For your heroic rescue of Prince Thrommel, you have been knighted.}
    {23} {You have failed to kill both Rannos and Gremag, and left yourself open for revenge. They were dangerous men with friends in dark places. You had better watch your back.}
    {24} {As part of your initation you have killed three innocents. Your mission completed, you now wait for further contact. But for how long? You know next to nothing about this guild, which is not too surprising considering the nature of your profession.}
    {25} {You helped Grud out of a tight spot.}
    {26} {You have been heralded as the mightiest dragonslayers Verbobonc has seen since Burne and Rufus.}
    {27} {You have shown yourself to be an unrepentant troublemaker in your dealings with Rannos and Gremag.}
    {28} {Using equal parts strength and femininity, you have cowed Burne into facile servitude.}
    {33} {You have slain the undead commander of a humanoid band of raiders in Welkwood Bog.}
    {34} {Satisfying your yearning to kill, you have butchered the innocents of Verbobonc. Unfortunately you were seen, and word has since made it to the Verbobonc Constabulary.}
    {35} {You've refined your murderous ways and killed members of the Verbobonc Watch. Unfortunately you were seen, and word has since made it to the Constabulary.}
    {36} {You have had relations with Corporal Holly of the Verbobonc Watch.}
    {37} {You have purchased the Castle of the Lords in Verbobonc.}
    {38} {You have failed to pay off your mortgage with the Silver Consortium according to terms.}
    {39} {You had an opportunity to destroy the slave traders, but instead you ran away.}
    {40} {You slayed Tarah-ka-Turah and her band of evil slave traders, and you rescued several children from their dismal fate.}
    {41} {You murdered the Dyvers party that had rescued the slave children.}
    {42} {You unsuccessfully attempted to assassinate Lord Viscount Wilfrick.}
    {43} {You have murdered Lerrik, the Lord Viscount Pro Tem in Verbobonc after Wilfrick's death.}
    {44} {You have unsurreptitiously murdered Lord Viscount Wilfrick.}
    {45} {You have unsurreptitiously murdered Prince Zook IV.}
    {46} {You have unsurreptitiously murdered Canon Ramses of the Church of Pelor.}
    {47} {You have reported the Hextorites' assassination plans to Canon Ramses, allowing him to send a warning to Canon Thaddeus and prevent his possible demise.}
    {48} {You have reported the Scarlet Brotherhood's robbery plans to the Verbobonc authorities, allowing them to arrest Darlia on charges of conspiracy to commit robbery.}
    {49} {You have reported the Scarlet Brotherhood's murder plans to the Verbobonc authorities, allowing them to arrest Darlia on charges of conspiracy to commit murder.}
    {50} {You have reported the Scarlet Brotherhood's assassination plans to the Verbobonc authorities, allowing them to arrest Darlia on charges of conspiracy to commit treason.}
    {51} {You have slept with the chief priest of Hextor in Verbobonc in order to acquire information about the Slavers' location.}
    {52} {Due to your successful defense of Hommlet from the Hextorites, the townspeople consider you to be their savior.}
    {53} {You have deserted the people of Hommlet in their hour of need and allowed the Hextorites to capture the town.}
    {54} {You refused Lady Asherah's offer to entertain you.}
    {55} {You refused Lady Asherah's offer to entertain you.}
    {56} {You have become a lover of Lady Asherah.}
    {57} {You have become an associate of Lady Asherah.}
    {58} {You have slain the four avatars of Iuz.}
    {59} {You have slain the four avatars of St. Cuthbert.}
    {60} {You have slain the balor Alzoll and his cohorts Errtu, Ter-Soth, and Wendonai.}
    {61} {You have joined forces with Patriarch General Wakefield's army of Hextor to destroy Hommlet.}
    {62} {You proved effective in dealing with the emerging orc crisis at Hickory Branch.}
    {63} {You fled from the balor Alzoll.}
    {64} {You fled from the god Iuz.}
    {65} {You fled from the god St. Cuthbert.}
    {66} {You drank the good citizens of Hommlet under the table in a contest of alcohol tolerance.}
    {67} {You believe you saw ghosts in the Verbobonc drainage tunnels.}
    {68} {You have taken to roaming the Verbobonc drainage tunnel system, a fairly odd thing to do in the minds of most Verbobonc citizens.}
    {69} {You have discovered one piece of evidence implicating Boroquin in the kidnapping of the Verbobonc children.}
    {70} {You have discovered one piece of evidence implicating Panathaes in the kidnapping of the Verbobonc children.}
    {71} {You have discovered one piece of evidence implicating Rakham in the kidnapping of the Verbobonc children.}
    {72} {You have discovered a second piece of evidence implicating Boroquin in the kidnapping of the Verbobonc children.}
    {73} {You have discovered a second piece of evidence implicating Panathaes in the kidnapping of the Verbobonc children.}
    {74} {You have discovered a second piece of evidence implicating Rakham in the kidnapping of the Verbobonc children.}
    {75} {You have discovered a third piece of evidence implicating Boroquin in the kidnapping of the Verbobonc children.}
    {76} {You have discovered a third piece of evidence implicating Panathaes in the kidnapping of the Verbobonc children.}
    {77} {You have discovered a third piece of evidence implicating Rakham in the kidnapping of the Verbobonc children.}
    {78} {You have solved the case of the missing Verbobonc children.}
    {79} {In defeating the forces at Hickory Branch, you've assisted Bethany in her quest to rise to the top of the hierarchy in the Verbobonc Constabulary.}
    {80} {You've been appointed an officer of the Regional Patrol under Captain Bethany's command.}
    {81} {You've identified one of the nine principal players at Hickory Branch.}
    {82} {You've identified two of the nine principal players at Hickory Branch.}
    {83} {You've identified three of the nine principal players at Hickory Branch.}
    {84} {You've identified four of the nine principal players at Hickory Branch.}
    {85} {You've identified five of the nine principal players at Hickory Branch.}
    {86} {You've identified six of the nine principal players at Hickory Branch.}
    {87} {You've identified seven of the nine principal players at Hickory Branch.}
    {88} {You've identified eight of the nine principal players at Hickory Branch.}
    {89} {You've identified all nine principal players at Hickory Branch.}
    {90} {You've killed the lich at Hickory Branch, but with it's phylactery intact, it will return. The phylactery is a tiny metal box containing magical phrases on parchment.}
    {91} {You are actively adventuring.}
    {92} {Satisfying your yearning to kill, you have slaughtered the innocents of Hommlet.}


    logs (effects)

    {2} {The worshippers of St. Cuthbert adore you, although the Old Faith members eye you with suspicion.}
    {3} {You have pleased Beory and members of the Old Faith, although St. Cuthbert followers are no longer as kind to you.}
    {4} {The good people of Hommlet treat you with cautious optimism so as not to be subjected to one of your insults.}
    {5} {Hommlet residents have become fearful that you may find the skeletons in their closets, and put them out on the streets, too.}
    {6} {While fearing for their own stability, the Hommlet residents are frustrated with the new tract of homeless people.}
    {7} {Word spreads quickly among the area villages, and you are scorned for your activities, except among the pirate community, where this is lauded.}
    {8} {Your despicable acts have caused even the more patient villagers to hate you. Some may even attack you on sight.}
    {9} {While Old Faith members expect more patience and look down upon your quick actions, St. Cuthbert followers appreciate your swift justice.}
    {10} {Air Temple members treat you as one of their own, but watch out for the other Temples.}
    {11} {You are treated well within the confines of the Earth Temple, but other areas have become more dangerous.}
    {12} {Belsornig protects you within the Water Temple, but you are scorned in the other Temples.}
    {13} {You are at home in the Fire Temple, but the others Temples will not respect that safety.}
    {14} {Nulb villagers are impressed with your physical prowess, while the Pirates practically worship you for defeating the mighty Tolub in a fair fight.}
    {15} {You have earned some notoriety for cleaning out the Moathouse, but there may be some areas where this is NOT appreciated.}
    {16} {Rumor has spread of a prison liberator within the Temple, and other prisoners have become hopeful, while the prison owners are becoming angry.}
    {17} {Stories of ex-prisoners pouring out freely from the Temple are rampant. Temple denizens are not pleased.}
    {18} {Town villagers are not sure how to react to your alleged friendship with Lareth the Beautiful.}
    {19} {The Scarlet Brotherhood treat you as one of their own, but the city of Verbobonc is littered with wanted posters with your likeness on it.}
    {20} {You have earned some notoriety for your drinking skills, although heavy drinking goes against the will of St. Cuthbert.}
    {21} {As stealthy as you may have been, the pirates will kill you on sight. Of course, some may come to respect you for your assassin skills.}
    {22} {The people of Hommlet love and respect you for your bravery, kindness, and heroism.}
    {23} {While Old Faith members prefer more patience and are critical of your murderous intentions, St. Cuthbert followers can appreciate your attempt at justice. The villagers as a whole expect you to die in your sleep.}
    {24} {You're not sure what to do next. You can't help but wonder if you have been played for a fool. But then again perhaps this is merely a test of your patience and resolve.}
    {25} {Nulb villagers love Grud, and now, thanks to your new friendship with him, they love you too!}
    {26} {The good townsfolk of Verbobonc and Hommlet love you, and the worshipers of St Cuthbert like you even more, but members of the Old Faith aren't too happy about you killing endangered species.}
    {27} {Burne is not impressed with the fact that you confronted Rannos and Gremag about the assassin outside his authority. He's even less impressed at the flippant way in which you returned to tell him about it. He now refuses to have any dealings with you.}
    {28} {The people of Hommlet view your domination of their village mage with a self-conscious mixture of shame-faced embarrassment and amused understanding.}
    {33} {The people of Hommlet are very pleased that you've solved their difficult problem with the undead abomination Mathel, and they will treat you with kindness.}
    {34} {The Verbobonc Constabulary will confront you on sight. If jailed, tried, and convicted, you will be forced to choose between spectacular payments of restitution and public execution.}
    {35} {The Verbobonc Constabulary will increase patrols, and they will be looking for you. They will confront you on sight. If jailed, tried, and convicted, you will be forced to choose between spectacular payments of restitution and public execution.}
    {36} {So, apparently, has everybody else...or at least a good many people in town and who knows where else. You may not be quite the charmer you thought you were, but you're still okay with Holly.}
    {37} {The people of Verbobonc think of you as a major player in the Viscounty.}
    {38} {The people of Verbobonc don't favor those who don't pay what they owe.}
    {39} {The people of Verbobonc and beyond look upon you with profound disappointment. They view you as a coward, unable to step up when it mattered most.}
    {40} {The people of Verbobonc and beyond look upon you with great pride and admiration. They view you as a hero who stepped up when it mattered most.}
    {41} {The people of Verbobonc and beyond look upon you with anger and disdain. They view you as a cross between a brutal thug and a bumbling incompetent, unable to show restraint or discretion.}
    {42} {With the Lord Viscount's successful getaway, you've been exposed as the would-be assassin. You will be taken into custody on sight in Verbobonc and executed for your treason.}
    {43} {The Verbobonc Constabulary will increase patrols, and they will be looking for you. You will be taken into custody on sight in Verbobonc and executed for your treason. The Scarlet Brotherhood will be after you as well.}
    {44} {The Verbobonc Constabulary will increase patrols, and they will be looking for you. You will be taken into custody on sight in Verbobonc and executed for your treason.}
    {45} {The Verbobonc Constabulary will increase patrols, and they will be looking for you. You will be taken into custody on sight in Verbobonc and executed for your crime.}
    {46} {The Verbobonc Constabulary will increase patrols, and they will be looking for you. You will be taken into custody on sight in Verbobonc and executed for your crime.}
    {47} {While the Church of Pelor is pleased with you, the cult of Hextor is decidedly unpleased.}
    {48} {While Verbobonc is pleased with you, the Scarlet Brotherhood is not the least bit amused.}
    {49} {While Verbobonc is pleased with you, the Scarlet Brotherhood is markedly upset at your betrayal.}
    {50} {While Verbobonc is pleased with you, the Scarlet Brotherhood is plainly enraged at your destruction of their plans.}
    {51} {The people of Verbobonc question your taste in bed partners.}
    {52} {The people of Hommlet simply adore you.}
    {53} {Your lackluster performance when lives were on the line does not sit well with citizens of the Viscounty.}
    {54} {As a man, the people of Verbobonc view your bedroom skills as circumspect, thanks to the tale Lady Asherah has publicized.}
    {55} {As a woman, the people of Verbobonc think that you don't feel entitled to the same priveleges as a man, thanks to the tale Lady Asherah has publicized.}
    {56} {This act of consecration has not gone unnoticed...even amongst the gods.}
    {57} {It's possible that your 'association' may be misconstrued as something more.}
    {58} {You have reached the pinnacle of acclaim in Verbobonc and beyond.}
    {59} {You have reached the pinnacle of disdain in Verbobonc and beyond.}
    {60} {You have reached the pinnacle of acclaim in Verbobonc and beyond.}
    {61} {You are considered public enemy #1 within the Viscounty. You will be attacked on sight by any law enforcement entity in Verbobonc.}
    {62} {The citizens of Hommlet are very encouraged to know that gangs of Kron Hills orcs are no longer a danger to the village. They will treat you with admiration.}
    {63} {While the repercussions of your flight remain largely between you and the now greatly amused Alzoll, you failed Lady Asherah with your cowardice.}
    {64} {While the repercussions of your flight remain largely between you and the now blithely satisfied Iuz, you failed Lady Asherah with your cowardice.}
    {65} {While the repercussions of your flight remain largely between you and the now somewhat disgusted St. Cuthbert, you failed Lady Asherah with your cowardice.}
    {66} {You have earned some notoriety for your drinking skills.}
    {67} {Members of the Verbobonc Watch outwardly scoff at your claims and think you paranoid, but they're none too eager to venture down into the tunnels themselves.}
    {68} {While the citizenry isn't terribly concerned, they do see your antics as a bit eccentric.}
    {69} {You will need to find two more pieces of evidence implicating Boroquin in the kidnappings in order to make a case against him.}
    {70} {You will need to find two more pieces of evidence implicating Panathaes in the kidnappings in order to make a case against him.}
    {71} {You will need to find two more pieces of evidence implicating Rakham in the kidnappings in order to make a case against him.}
    {72} {You will need to find one more piece of evidence implicating Boroquin in the kidnappings in order to make a case against him.}
    {73} {You will need to find one more piece of evidence implicating Panathaes in the kidnappings in order to make a case against him.}
    {74} {You will need to find one more piece of evidence implicating Rakham in the kidnappings in order to make a case against him.}
    {75} {You have found sufficient evidence implicating Boroquin in the kidnappings to make a case against him.}
    {76} {You have found sufficient evidence implicating Panathaes in the kidnappings to make a case against him.}
    {77} {You have found sufficient evidence implicating Rakham in the kidnappings to make a case against him.}
    {78} {Your detective skills are now highly regarded in Verbobonc.}
    {79} {Bethany considers you an advocate, though her methods and motivations remain murky.}
    {80} {Being in Bethany's Regional Patrol carries certain perks. You are considered a member of the Officer's Club.}
    {81} {Bethany will be unmoved.}
    {82} {Bethany will be expectant.}
    {83} {Bethany will be hopeful.}
    {84} {Bethany will be encouraged.}
    {85} {Bethany will be pleased.}
    {86} {Bethany will be impressed.}
    {87} {Bethany will be surprised.}
    {88} {Bethany will be delighted.}
    {89} {Bethany will be ecstatic.}
    {90} {You'll have many sleepless nights fearing the return of Angra Mainyu until you can banish it for good by finding and destroying its phylactery.}
    {91} {When you wish to retire, you may use the Retirement Notice in your inventory to do so by dragging it onto the Use icon. If you need a replacement retirement notice, you may obtain one from the signpost in Verbobonc.}
    {92} {Barring spectacular good deeds to save yourself, Burne's Badgers of Hommlet will attack you on sight.}
     

    Attached Files:

    Last edited: Mar 27, 2015
  11. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    1.27 List of items for use with the cheat codes

    A list of all items are in the following 2 files in your game's folder:

    \data\mes\description.mes

    \data\mes\long_description.mes




    {4016}{Scather is a magic bastard sword that is both Chaotic and Holy. If the wielder is non-evil, Scather never misses and adds +4 to damage, which doubles to +8 if the target is evil and the wielder is CN, CG, or NG. Finally, for CG wielders, Scather provides free unlimited Attacks of Opportunity against any opponent making a melee attack against the wielder, and CN wielders get one such free AoO per round. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d10+4 / Damage Type: Slashing / Critical Range: 19-20/x2 / Weapon Proficiency: Martial/Exotic, Bastard Sword}

    Prince Thrommel's Magic Bastard Sword:
    {4017}{Fragarach is a magic bastard sword that is both Chaotic and Holy. If the wielder is non-evil, Fragarach never misses and adds +4 to damage, which doubles to +8 if the target is evil and the wielder is CN, CG, or NG. Finally, for CG wielders, Fragarach provides free unlimited Attacks of Opportunity against any opponent making a melee attack against the wielder, and CN wielders get one such free AoO per round. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d10+4 / Damage Type: Slashing / Critical Range: 19-20/x2 / Weapon Proficiency: Martial/Exotic, Bastard Sword}

    {4025}{Excalibur is the mythical longsword attributed with magical powers and blessings of the good gods who also protect the wielder from hostile magic effects. / Enhancement Bonus: +5 / To Hit Bonus: +5 / Damage: 2d6+5 / Damage Type: Slashing / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 19-20/x2 / Special: Spell resistance 15 / Weapon Proficiency: Martial, Longsword}

    {4086}{This orc double axe is a +1 weapon and is unholy. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d8+1 / Damage Type: Slashing / Additional Damage: 2d6 unholy damage to good-aligned creatures / Critical Range: 20/x3 / Weapon Proficiency: Exotic, Orc Double Axe}

    {4124}{A mace of smiting is a magic +3 light mace that, upon a critical hit, will use one charge to add 2 to the critical multiplier (i.e. raise it from x2 to x4). / Enhancement Bonus: +3 / To Hit Bonus: +3 / Damage: 1d6+3 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Light Mace}

    {4125}{A staff of striking is a magic +3 quarterstaff that can use from 0 to 3 charges on each attack. If the attack is successful, it will add 3 times the number of charges to the damage roll.}

    Hedrack's Magic Greathammer:
    {4128}{This greathammer is a +2 unholy weapon. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d12+2 / Damage Type: Bludgeoning / Additional Damage: 2d6 unholy damage to good-aligned creatures / Critical Range: 20/x3 / Weapon Proficiency: Martial, Warhammer}

    {4130}{Wonnilon's repeating crossbow is a magic +1 light crossbow that does not need to be reloaded. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d8+1 / Damage Type: Piercing / Critical Range: 19-20/x2 / Range Increment: 0 feet / Weapon Proficiency: Exotic, Self-repeating Crossbow.}

    {4133}{Balor Vorpal Sword} Unholy Anarchic Greatsword +3

    {4135}{Flame Tongue is a magic +1 greatsword that is enchanted to do an extra 1d6 of fire damage per strike, as well as an extra 1d10 of fire damage on a critical hit. It also allows the wearer to use Scorching Ray once per day, as per the spell. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 2d6+1 / Damage Type: Slashing / Additional Damage: 1d6 fire damage +1d10 extra fire damage on a critical hit / Critical Range: 19-20/x2 / Weapon Proficiency: Martial, Greatsword}

    {4136}{Frost Brand is a magic +3 greatsword that is enchanted to do an extra 1d6 of cold damage per strike, as well as absorb the first 10 points of fire damage from any attack against its wielder. / Enhancement Bonus: +3 / To Hit Bonus: +3 / Damage: 2d6+3 / Damage Type: Slashing / Additional Damage: 1d6 Frost damage / Critical Range: 19-20/x2 / Special: Absorption 10/Fire / Weapon Proficiency: Martial, Greatsword}

    {4137}{The Staff of Fire is a magic staff that allows the wielder to cast Burning Hands and Fireball. It is charged. This weapon is of good quality. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Quarterstaff}

    {4138}{The Staff of Life is a magic staff that allows the wielder to cast Heal and Raise Dead. It is charged. This weapon is of good quality. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Quarterstaff}

    {4139}{The Rod of the Viper is a golden magical quarterstaff with a head resembling a snake. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d6+2 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Special: Can poison (fortitude check DC=13) one target once per day / Weapon Proficiency: Simple, Quarterstaff}

    {4154}{Sword of Life Stealing is a +2 greatsword that, upon a critical hit, grants the wielder 1d6 temporary hit points and forces the target to make a Fortitude save against a DC of 16 or suffer a temporary negative level. / Enhancement Bonus: +3 / To Hit Bonus: +2 / Damage: 2d6+2 / Damage Type: Slashing / Additional Damage: 1d6 Vampiric Regeneration, Negative Level to opponent on hit (Fortitude Save DC16) / Critical Range: 19-20/x2 / Weapon Proficiency: Martial, Greatsword}

    {4217}{Moradin's Soul Hammer is a magic +1 warhammer that is enchanted to be Holy, Lawful and Defending. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d12+1 / Damage Type: Bludgeoning / Additional Damage: 2d6 Holy damage to evil-aligned creatures, 2d6 Axiomatic damage to chaotic-aligned creatures / Critical Range: 20/x3 / Special: Defending (allows the user to add the Enhancement Bonus to his Armor Class instead of attack rolls) / Weapon Proficiency: Martial, Warhammer}

    {4218}{Thorned Chains of Love are magic +1 spiked chains that are enchanted to be Holy. / Enhancement Bonus +1 / To Hit Bonus: +1 / Damage: 2d4+1 / Damage Type: Piercing / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 20/x2 / Reach Weapon / Weapon Proficiency: Exotic, Spiked Chain}

    {4219}{This ranseur has been magically enchanted to be holy. It does extra damage to evil enemies. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 2d4+1 / Damage Type: Piercing / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 20/x3 / Reach Weapon / Weapon Proficiency: Martial, Ranseur}

    {4220}{This is a holy heavy mace +1. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d8+1 / Damage Type: Bludgeoning / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 20/x2 / Weapon Proficiency: Simple, Heavy Mace}

    {4221}{This is a holy great axe +1. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d12+1 / Damage Type: Slashing / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 20/x3 / Weapon Proficiency: Martial, Greataxe}

    {4222}{This is a holy long sword +1. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d8+1 / Damage Type: Slashing / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 19-20/x2 / Weapon Proficiency: Martial, Longsword}

    {4227}{This +1 light mace can be used to cast Cure Light Wounds, Protection from Evil, and Remove Fear. Each casting uses one charge. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d6+1 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Light Mace}

    {4228}{This +2 light mace can be used to cast Cure Serious Wounds, Magic Circle vs. Evil and Searing Light. Each casting uses one charge. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d6+2 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Light Mace}

    {4229}{This +1 light mace can be used to cast Goodberry, Obscuring Mist, and Summon Nature's Ally I. Each casting uses one charge. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d6+1 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Light Mace}

    {4230}{This +2 light mace can be used to cast Dominate Animal, Sleet Storm, and Summon Nature's Ally III. Each casting uses one charge. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d6+2 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Light Mace}

    {4231}{This +1 light mace can be used to cast Inflict Light Wounds, Protection from Good, and Cause Fear. Each casting uses one charge. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d6+1 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Light Mace}

    {4232}{This +2 light mace can be used to cast Inflict Serious Wounds, Magic Circle vs. Good, and Animate Dead. Each casting uses one charge. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d6+2 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Light Mace}

    {4233}{This +1 quarterstaff grants a +2 Shield Bonus to AC and can be used to cast an assortment of defensive spells. Each casting uses one charge. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d6+1 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Special: +2 Shield bonus to AC / Weapon Proficiency: Simple, Quarterstaff}

    {4234}{This staff is a +1 weapon that is capable of casting Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, or Owl's Wisdom. Each casting uses one charge. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d6+1 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Quarterstaff}

    {4238}{The Silver Sword of Chaos is a bastard sword, silver weapon, and chaotic aligned. It also provides freedom of movement when wielded. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d10+1 / Damage Type: Slashing / Additional Damage: 2d6 Anarchic damage to lawful-aligned creatures / Special: silver weapon / Critical Range: 19-20/x2 / Weapon Proficiency: Martial/Exotic, Bastard Sword}

    {4246}{This is a magical longbow that is permanently crusted with snow. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d8+2 / Damage Type: Piercing / Additional Damage: 1d6 Frost Damage / Critical Range: 20/x3 / Range Increment: 100 feet / Weapon Proficiency: Martial, Longbow}

    {4247}{This is a magical battleaxe that pulses with an electrical charge. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d8+1 / Damage Type: Slashing / Additional Damage: 1d6 Electrical Damage / Critical Range: 20/x3 / Weapon Proficiency: Martial, Battleaxe}

    {4248}{This is a magical longsword that is hot to the touch. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d8+2 / Damage Type: Slashing / Additional Damage: 1d6 Fire Damage / Critical Range: 19-20/x2 / Weapon Proficiency: Martial, Longsword}

    {4249}{This is a magical spiked chain that appears to sweat. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 2d4 / Damage Type: Piercing / Additional Damage: 1d6 Fire Damage / Critical Range: 20/x2 / Reach Weapon / Weapon Proficiency: Exotic, Spiked Chain}

    {4250}{This is a magical Bastard Sword that thrums with a constant current. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d10 / Critical Range: 19-20/x2 / Damage Type: Slashing / Additional Damage: 1d6 Electrical Damage / Weapon Proficiency: Martial/Exotic, Bastard sword}

    {4251}{This is a magical mace that is cold to the touch. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d6+1 / Damage Type: Bludgeoning / Additional Damage: 1d6 Frost Damage / Critical Range: 20/x2 / Weapon Proficiency: Simple, Light Mace}

    {4252}{A Longspear is an ancient weapon used for hunting and war, consisting of a shaft, usually of wood, with a sharpened head. This weapon is enchanted. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d8+4 / Damage Type: Piercing / Critical Range: 20/x3 / Range Increment 20 feet / Weapon Proficiency: Simple, Longspear}

    {4253}{A halberd is a two-handed pole weapon that consists of an axe blade topped with a spike mounted on a long shaft. It always has a hook or thorn on the back side of the axe blade for grappling mounted combatants. This weapon is enchanted. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d10+4 / Damage Type: Piercing / Critical Range: 20/x3 / Weapon Proficiency: Martial, Halberd}

    {4254}{A greataxe is a larger and deadlier version of a battleaxe. It is wielded in both hands. This weapon is enchanted. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d12+4 / Damage Type: Slashing / Critical Range: 20/x3 / Weapon Proficiency: Martial, Greataxe}

    {4255}{The flail is a weapon made of one (or more) weights attached to a handle with a hinge or chain. This weapon is enchanted. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d8+4 / Damage Type: Bludgeoning / Critical Range: 19-20/x2 / Weapon Proficiency: Martial, Light Flail}

    {4256}{A scimitar is a sword with a medium-length curved blade especially favored by druids. This weapon is enchanted. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d6+4 / Damage Type: Slashing / Critical Range: 18-20/x2 / Weapon Proficiency: Martial, Scimitar}

    {4257}{A bastard sword is a large straight-bladed weapon used with either one or two hands. This weapon is enchanted. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d10+4 / Critical Range: 19-20/x2 / Damage Type: Slashing / Weapon Proficiency: Martial/Exotic, Bastard Sword}

    {4258}{A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand. This weapon is enchanted. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d10+4 / Damage Type: Slashing / Critical Range: 20/x3 / Weapon Proficiency: Martial/Exotic, Dwarven War Axe}

    {4259}{The gnome hooked hammer is a gnomish version of a warhammer fit for the size of its wearers. The main difference between this and traditional warhammers is the large, curved spike protruding from the bottom of the handle shaft. This weapon is enchanted. / Enhancement Bonus: +4 / To Hit Bonus: +4 / Damage: 1d6+4 / Damage Type: Bludgeoning and Piercing / Critical Range: 20/x3 / Weapon Proficiency: Exotic, Gnome Hooked Hammer}

    {4260}{Abbathor's Greed Hammer is a magic +1 greathammer that is enchanted to be Unholy, Lawful, and Defending. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d12+1 / Damage Type: Bludgeoning / Additional Damage: 2d6 Unholy damage to good-aligned creatures, 2d6 Axiomatic damage to chaotic-aligned creatures / Critical Range: 20/x3 / Special: Defending (allows the user to add the Enhancement Bonus to his Armor Class instead of attack rolls) / Weapon Proficiency: Martial, Warhammer}

    {4262}{This is an axiomatic enchanted warhammer that grants saving throw resistance bonuses to fortitude, reflexes, and will. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d8+2 / Damage Type: Bludgeoning / Critical Range: 20/x3 / Weapon Proficiency: Martial, Warhammer}

    {4309}{This staff can be used to cast Enlarge Person and Reduce Person. Each casting uses one charge. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Quarterstaff}

    {4310}{This staff can be used to cast Charm Person and Charm Monster. Each casting uses one charge. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Quarterstaff}

    {4311}{This staff can be used to cast Ice Storm and Cone of Cold. Each casting uses one charge. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Quarterstaff}

    {4312}{This staff can be used to cast Calm Animals, Barkskin, Spike Stones, and Summon Nature's Ally V. Each casting uses one charge. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Quarterstaff}

    {4313}{This staff can be used to cast Cure Serious Wounds, Lesser Restoration, Remove Blindness/Deafness, and Remove Disease. Each casting uses one charge. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Quarterstaff}

    {4314}{This light mace can be used to cast Discern Lies, See Invisibility, Detect Chaos, Detect Good, Detect Evil, and Detect Law. Each casting uses one charge. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Light Mace}

    {4315}{This club can be used to cast Dispel Magic. Each casting uses one charge. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Club}

    {4316}{This club does 2d6 points of electricity damage to any creature struck and can be used to cast Shout and Lightning Bolt. Each casting uses one charge. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Additional Damage: 2d6 Electricity damage / Critical Range: 20/x2 / Weapon Proficiency: Simple, Club}

    {4317}{This staff can be used to cast Dispel Air, Gust of Wind, Shocking Grasp, Lightning Bolt, and Charm Monster. Each casting uses one charge. This staff also adds 1d6 electricity damage on a successful attack, and grants elemental resistance 15 against electrical damage.}

    {4318}{This staff can be used to cast Dispel Earth, Meld into Stone, Stoneskin, Shatter, and Charm Monster. Each casting uses one charge. This staff also adds 1d6 sonic damage on a successful attack.}

    {4319}{This staff can be used to cast Dispel Fire, Burning Hands, Fireball, Flame Strike, and Charm Monster. Each casting uses one charge. This staff also adds 1d6 fire damage on a successful attack, and grants elemental resistance 30 against fire damage.}

    {4320}{This staff can be used to cast Dispel Water, Ice Storm, Sleet Storm, Cone of Cold, and Charm Monster. Each casting uses one charge. This staff also adds 1d6 cold damage on a successful attack.}

    {4321}{This staff functions as a Staff of Striking, which means it is a magic +3 quarterstaff that can use from 0 to 3 charges on each attack. If the attack is successful, it will add 3 times the number of charges to the damage roll. This staff can also be used to cast Spell Resistance, Mind Fog, and True Seeing. Each casting uses one charge. / Enhancement Bonus: +3 / To Hit Bonus: +3 / Damage: 1d6+3 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Proficiency: Simple, Quarterstaff}

    {4343}{A composite longbow (Str 18) is a longbow that allows the wielder to add his strength bonus (up to +4) to the damage rolls of the bow. However, if the wielder has less than a +4 Strength bonus, he suffers a -2 attack roll penalty. This weapon is of good quality. / To Hit Bonus: +1 / Damage: 1d8 / Damage Type: Piercing / Critical Range: 20/x3 / Range Increment: 100 feet / Weapon Proficiency: Martial, Longbow}

    {4400}{This strange looking weapon has Smyth & Westrealm .50 stamped into the side.}

    {4406}{The Sword of Cahoem is a magic +3 longsword that has a magic ability that can be used once per day when the magic words "cut all heads off except mine" are used. / Enhancement Bonus: +3 / To Hit Bonus: +3 / Damage: 1d8+3 / Damage Type: Slashing / Critical Range: 19-20/x2 / Weapon Proficiency: Martial, Longsword}

    {4409}{Darkblade is an unholy keen greatsword +1. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 2d6+1 / Damage Type: Slashing / Additional Damage: 2d6 Unholy damage to good-aligned creatures / Critical Range: 17-20/x2 / Keen Weapon (Critical Range doubled) / Weapon Proficiency: Martial, Greatsword}

    {4410}{Hatori Hanzo Steel}

    {4415}{Silver Nodachi is a +5 keen weapon that can poison one target per day. / Enhancement Bonus: +5 / To Hit Bonus: +5 / Damage: 2d6+2 / Damage Type: Slashing / Critical Range: 16-20/x2 / Special: silver weapon / Weapon Proficiency: Bastard sword}

    {4416}{The composite poisoned shortbow (Str 16) can poison one target per day. Furthermore, the wielder can add his strength bonus (up to +3) to the damage rolls of the bow. However, if the wielder has less than a +3 Strength bonus, he suffers a -2 attack roll penalty. / To Hit Bonus: 0 / Damage: 1d6 / Damage Type: Piercing / Critical Range: 20/x3 / Range Increment: 60 feet / Weapon Proficiency: Martial, Shortbow}
     
    Last edited: Nov 28, 2014
  12. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    {4450}{This mace is blessed by the gods of evil and acts as a Unholy +3 Heavy Mace.}

    {4451}{This is a +3 Scimitar with a +2 Defending bonus that is so lightweight and well balanced that it is considered to be a small weapon, suitable for dual-wielding.}

    {4452}{This is a +3 Scimitar that delivers a frost shock to it's opponents.}

    {4496}{This silver mace is made of a wooden, metal-reinforced shaft with a head made of silver and steel. / To Hit Bonus: +1 / Damage: 1d6 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Weapon Silver / Weapon Proficiency: Simple, Light Mace}

    {4499}{This sword is an Unholy, +2 keen longsword. / Enhancement Bonus: +2 / To Hit Bonus: +2 / Damage: 1d8+2 / Damage Type: Slashing / Additional Damage: 2d6 Unholy damage to good-aligned creatures / Critical Range: 17-20/x2 / Keen Weapon (Critical Range doubled) / Weapon Proficiency: Martial, Longsword}

    {4597}{Cerulean's Rod is a testing tool that incorporates several spells that were developed for testing purposes. These include Enslavement, Infatuation, All Die, Read Magic, and Teleport. It also serves as a Rod of Smiting.}

    {4598}{This is a holy bastard sword. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d10+1 / Damage Type: Slashing / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 19-20/x2 / Weapon Proficiency: Martial/Exotic, Bastard sword}

    {4599}{This is a Sword of Katara.}

    {4600}{Smyth & Westrealm .30-.06 Bolt Action Rifle w/Scope}

    {4620}{There is an evil aura radiating from this glaive. / To Hit Bonus: 0 / Damage: 1d10 / Damage Type: Slashing / Additional Damage: 2d6 Unholy damage to good-aligned creatures / Critical Range: 20/x3 / Reach Weapon / Weapon Proficiency: Martial, Glaive}

    {4621}{A Bralani Holy Scimitar +1 is a sword with a curved blade especially favored by druids. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d6+1 / Damage Type: Slashing / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 18-20/x2 / Weapon Proficiency: Martial, Scimitar}

    {4622}{A Bralani Holy Composite Longbow (Str 18) +1 allows the wielder to add his strength bonus (up to +4) to the damage rolls of the bow. However, if the wielder has less than a +4 Strength bonus, he suffers a -2 attack roll penalty. / Enhancement Bonus: +1 / To Hit Bonus: +1 / Damage: 1d8+1 / Damage Type: Piercing / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 20/x3 / Range Increment: 100 feet / Weapon Proficiency: Martial, Longbow +1}

    {4702}{The Static Lash is a +2 sling that bestows a devastating shocking charge upon its projectiles. / To Hit Bonus: 0 / Damage: 1d4 / Damage Type: Bludgeoning / Critical Range: 20/x2 / Range Increment: 50 feet / Weapon Proficiency: Simple, Sling}

    {4703}{These strange objects are called Boxing Gloves.}

    {4704}{This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. This weapon is of good quality. / To Hit Bonus: +1 / Damage: 1d4 / Damage Type: Piercing / Critical Range: 20/x2 / Weapon Proficiency: Simple, Spiked Gauntlets}

    {4998}{This is a Tenser's Transformation Sword.}

    {4999}{A Paladin Holy Sword is a holy longsword +5. / Enhancement Bonus: +5 / To Hit Bonus: +5 / Damage: 1d8+5 / Damage Type: Slashing / Additional Damage: 2d6 Holy damage to evil-aligned creatures / Critical Range: 19-20/x2 / Weapon Proficiency: Martial, Longsword}

    {6088}{By activating this simple silver ring, the wearer can benefit from invisibility, as per the spell.}

    {6089}{A Ring of Mammal Control grants the wearer Charm Animal, as per the spell, which only works on mammals.}

    {6088}{By activating this simple silver ring, the wearer can benefit from invisibility, as per the spell.}

    {6089}{A Ring of Mammal Control grants the wearer Charm Animal, as per the spell, which only works on mammals.}

    {6105}{This ring allows the wearer to act as if continually under the effect of a Freedom of Movement spell.}

    {6118}{A Ring of Change grants a druid who can Wild Shape the additional form of a hill giant.}

    {6125}{This extremely light chainmail is made of very fine mithral links. Blue is the strongest form of this armor. This armor is magical. / Enhancement Bonus: +3 / Armor Proficiency: Light / Movement Speed: 30/20}

    {6127}{A Necklace of Prayer Beads (Karma) allows the wearer to cast divine spells at a +4 caster level (with respect to range, duration, etc.) for 10 minutes, once per day.}

    {6133}{These gloves grant the wearer a +6 enhancement bonus to Strength.}

    {6137}{On command, these boots will grant the wearer the effect of a Haste spell for 10 rounds per day.}

    {6198}{A Ring of Animal Summoning (Dog) allows the user to cast Summon Nature's Ally once per day, summoning a dog who stays with the party until killed.}

    {6201}{These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer's Dexterity score in the form of an enhancement bonus. / Enhancement Bonus: +6}

    {6219}{These robes belonged to Senshock. They grant the wearer a +3 armor bonus to AC and Spell Resistance +15.}

    {6242}{This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution. / Enhancement Bonus: +6}

    {6244}{This wide belt is made of thick leather and studded with iron. The belt adds to the wearer's Strength score in the form of an enhancement bonus. / Enhancement Bonus: +6}

    {6248}{This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer's Intelligence score in the form of an enhancement bonus. This enhancement bonus does not earn the wearer extra skill points when a new level is attained. / Enhancement Bonus: +6}

    {6251}{Although it appears to be a normal pearl on a light chain, an amulet of wisdom actually increases the possessor's Wisdom score in the form of an enhancement bonus. / Enhancement Bonus: +6}

    {6254}{This lightweight and fashionable cloak has a highly decorative silver trim. When in a character's possession, it adds an enhancement bonus to her Charisma score. / Enhancement Bonus: +6}

    {6256}{A Necklace of Detection grants the wearer a circumstance bonus of +5 to Search and Survival skills.}

    {6261}{This amulet grants an enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. / Enhancement Bonus: +5}

    {6266}{This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor bonus. / Enhancement Bonus: +5}

    {6267}{These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if he were proficient in its use. If he already has proficiency with any type of bow, he gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow.}

    {6281}{These boots increase the wearer's base land speed by 10 feet.}

    {6284}{A Helm of Teleportation allows the wearer to Teleport once per day.}

    {6285}{A Vest of Escape grants the wearer Freedom of Movement and has Masterwork Thieves Tools stored in a hidden pocket.}

    {6286}{This garment, worn over normal clothing or armor, grants the wearer spell resistance +21.}

    {6287}{Goggles of Minute Seeing give the wearer a +5 bonus to the Search skill.}

    {6288}{The Helm of Telepathy allows the wearer to cast Hold Person once per day.}

    {6290}{The Bracers of Dawn allow the wearer to cast Searing Light once per day.}

    {6292}{Eyes of Charming give the wearer the ability to Charm Person once per day.}

    {6293}{Eyes of the Eagle grant the wearer a +5 bonus to the Spot skill.}

    {6294}{The Helm of Reading Magic allows the wearer to Read Magic scrolls and Identify potions.}

    {6295}{The Periapt of Wound Closure grants the wearer Regeneration like a troll.}

    {6316}{This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate. / Armor Proficiency: Heavy / Movement Speed: 20/15}

    {6317}{This full plate is made of adamantine, giving its wearer damage reduction of 3/-. / Armor Proficiency: Heavy / Movement Speed: 20/15}

    {6323}{Boots of Teleportation allow the wearer to Teleport once per day.}

    {6324}{This cloak allows the user to become Invisible, as per the spell.}

    {6339}{This suit of full plate is forged of mithral, making it lighter than ordinary armor.}

    {6347}{This is a magic metal tower shield, enchanted to +1 and reduced in weight.}

    {6350}{This armor has a +2 armor bonus to the wearer. Max Dex bonus of 1, 20% Arcane Spell Failure and an armor skill check penalty of 5.}

    {6397}{A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. This armor is magical. / Enhancement Bonus: +3 / Armor Proficiency: Light / Movement Speed: 30/20}

    {6399}{This magical shield has a similar surface area and defensive use as a tower shield, but its design allows it to be wielded more easily, with less dexterity penalty.}

    {6401}{These white robes grant a good-aligned mage wearing them a +5 armor bonus to AC, spell resistance of 17 and a +1 resistance bonus to all saving throws. Evil characters wearing them suffer a drastic reduction in power.}

    {6402}{These grey robes grant a neutral-aligned mage wearing them a +5 armor bonus to AC, spell resistance of 17 and a +1 resistance bonus to all saving throws. Good and Evil characters wearing them suffer a drastic reduction in power.}

    {6403}{These black robes grant an evil-aligned mage wearing them a +5 armor bonus to AC, spell resistance of 17 and a +1 resistance bonus to all saving throws. Good characters wearing them suffer a drastic reduction in power.}

    {6405}{A druid wearing these robes gains the wild shape form of a hill giant.}

    {6407}{A Cloak of Resistance +5 grants the wearer a resistance bonus of +5 to all saving throws.}

    {6410}{A Robe of Eyes grants its wearer a +15 circumstance bonus to Search and Spot skill checks, and allows the wearer to cast True Seeing.}

    {6412}{A Helm of Brilliance absorbs the first 30 points of fire damage from any attack against its wielder, and grants the ability to cast Detect Undead, Consecrate, and Flamestrike.}

    {6482}{This circlet gves the wearer the ability to discern lies, as per the spell.}

    {6486}{These loose fitting robes are made of a material as black as midnight. They are thin and offer no protection from attacks. They grant the wearer bonuses of +2 to deflection, +2 to intimidate, +2 to hide, and +2 to move silently. They also grant the wearer the ability to become invisible, as per a Ring of Invisibility.}

    {6487}{The Helm of Midnight grants the wearer a +2 bonus to spot and listen checks.}

    Black Elven Chain (+8 AC, +8 max Dexterity bonus):
    {6520}{This extremely light chainmail is made of very fine mithral links. Black, a variant of Blue, is the strongest form of this armor. This armor is magical. / Enhancement Bonus: +3 / Armor Proficiency: Light / Movement Speed: 30/20}

    {6653}{This ring provides a +2 Shield Bonus to the wearer.}

    {6655}{This amazing artefact resonates with every spell its wearer casts. Once per day, that resonance can be unleashed in an harmonic convergence that restores all the day's cast spells to the wearer's mind, allowing them to be cast again.}

    {12008}{A Chime of Opening allows the owner to cast Knock. It has 10 charges.}

    {12009}{Dust of Disappearance makes the user invisible for 2d6 rounds, as if under the effect of the spell Greater Invisibility.}

    {12014}{Oohlgrist's Emerald Belt grants the wearer immunity to acid.}

    {12016}{A Rope of Entanglement functions like a Hold Monster spell once per day.}

    {12018}{The Orb of Golden Death is a powerful artifact created by the demoness Zuggtmoy and her consort, Iuz the Terrible. The wielder can cast the spells Discern Lies and Poison, as well as operate the elevating throne in the ground-level Temple. Additional powers can be obtained by adding elemental power gems to the orb.}

    {12019}{The air elemental power gem allows the wielder to teleport to the Air Node at will, as well as cast Chain Lightning once per day. The wielder can also summon a Vrock demon for 5 rounds once per week and summon an air elemental for 10 rounds once per week.}

    {12020}{The earth elemental power gem allows the wielder to teleport to the Earth Node at will, as well as cast Stoneskin once per day. The wielder can also summon a Glabrezu demon for 4 rounds once per week and summon an earth elemental for 10 rounds once per week.}

    {12021}{The fire elemental power gem allows the wielder to teleport to the Fire Node at will, as well as cast Flame Strike once per day. The wielder can also summon a Balor demon for 4 rounds once per week and summon a fire elemental for 10 rounds once per week.}

    {12022}{The water elemental power gem allows the wielder to teleport to the Water Node at will, as well as cast Ice Storm once per day. The wielder can also summon a Hezrou demon for 5 rounds once per week and summon a water elemental for 10 rounds once per week.}

    {12024}{This fungus figurine allows the wielder to Summon Fungi once per day.}

    {12031}{Keoghtom's Ointment allows the wielder to cast any of the spells Cure Light Wounds, Remove Disease, or Neutralize Poison, up to 5 times.}

    {12105}{This miniature of an exquisitely crafted chest allows the owner to summon a chest from the Ethereal Plane, and to send it back once done with it.}

    {12420}{This simple rope belt confers great ability in unarmed combat when wrapped around a character's waist. The wearer's AC and unarmed damage are treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets them make one additional stunning attack per day. If the character is not a monk, they gain the unarmed damage of a 5th-level monk. To craft a Monk's Belt you must know either the Righteous Might or Tensers Transformation spell.}

    {12582}{This figurine summons a lamia once per day.}

    {12588}{A Horn of Blasting adds a bonus of +3 to a bard's Perform skill when used to perform any bardic music. The horn may be used once a day to call forth a cone of blasting sound.}

    {12589}{A Horn of Fog adds a bonus of +3 to a bard's Perform skill when used to perform any bardic music. The horn may be used once a day to create a fog bank.}

    {12590}{Drums of Panic add a bonus of +3 to a bard's Perform skill when used to perform any bardic music. The drums may be used once a day to cause fear.}

    {12594}{This Ioun Stone grants its owner a +1 Deflection bonus to AC.}

    {12595}{This Ioun Stone grants its owner a +2 bonus to Strength.}

    {12596}{This Ioun Stone grants its owner a +2 bonus to Intelligence.}

    {12597}{This Ioun Stone grants its owner a +2 bonus to Wisdom.}

    {12598}{This Ioun Stone grants its owner a +2 bonus to Dexterity.}

    {12599}{This Ioun Stone grants its owner a +2 bonus to Constitution.}

    {12600}{This Ioun Stone grants its owner a +2 bonus to Charisma.}

    {12601}{A Bag of Tricks (Tan) allows the user to summon natural animals.}

    {12625}{A Ring of Protection +5 grants the wearer a deflection bonus of +5 to their AC.}

    {12631}{A Ring of Fire Resistance, Major, absorbs the first 30 points of fire damage from any attack against its wielder.}

    {12632}{A Ring of Electricity Resistance, Major, absorbs the first 30 points of electrical damage from any attack against its wielder.}

    {12633}{A Ring of Sonic Resistance, Major, absorbs the first 30 points of sonic damage from any attack against its wielder.}

    {12634}{A Ring of Cold Resistance, Major, absorbs the first 30 points of cold damage from any attack against its wielder.}

    {12635}{A Ring of Acid Resistance, Major, absorbs the first 30 points of acid damage from any attack against its wielder.}

    {12654}{A Chime of Interruption allows its owner to cast Dispel Magic.}

    {12655}{A Circlet of Blasting, Major, allows the wearer to cast the Searing Light spell as a 10th level cleric once per day.}

    {12662}{This Ioun Stone grants its owner regeneration like a troll.}

    {12666}{A Pipe of Pain can function as per the Sound Burst spell.}

    {12667}{A Pipe of Haunting can scare opponents as per the spell.}

    {12669}{This scarab grants spell resistance 15 to the wearer.}

    {12673}{A Mandolin of Charming allows the user to cast Suggestion.}

    {12676}{A smokestick is an alchemical object that, when lit, creates a wall of smoke identical to a Fog Cloud spell.}

    {12677}{A spyglass allows the user to see things in the distance at twice their normal size: they have twice the chance of spotting a random encounter.}

    {12765}{Armour Oil is an alchemical lubricant for metal armour that allows metal plates, rings, etc. to move across each other more smoothly and quietly, It reduces the armour check penalty of the suit by 1.}

    {12659}{Dust of Appearance functions like a Glitterdust spell.}

    {12767}{Lockslip grease lubricates locks and reduces the DC by 1 to pick the lock. At 50gp+ per bottle for a +1 bonus, you'd want it to work twice. So it does: but not on the same lock.}

    {12846}{A Healer's Kit is the perfect tool for using the Heal skill, it provides a +2 circumstance bonus.}

    {12848}{A Scholar's Kit assists in the scribing of scrolls: +2 bonus to Spellcraft checks.}

    1.28 Modding the game

    For the tool to mod the game (called ToEE World Builder) and tutorials on modding, see the following link:

    http://www.co8.org/forum/showpost.php?p=107157&postcount=2

    Regarding creating content for inclusion in The Circle of Eight Modpack New Content Edition (especially when creating new maps or re-using existing maps):

    Originally posted by Gaear:
    Originally posted by Sitra Achara:
    Originally posted by Shiningted:



    If you are a programmer or you are willing to do some beta-testing, then you can help the development of TemplePlus at the following link:

    http://www.rpgcodex.net/forums/index.php?forums/toee-modding.98/
     
    Last edited: May 7, 2015
  13. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    2. Walkthrough

    For a complete walkthrough of the vanilla version of this computer game, click on the following links:

    http://www.sorcerers.net/Games/ToEE/index.php

    http://www.gamebanshee.com/templeofelementalevil/walkthrough.php

    [​IMG]

    2.1 Hommlet

    [​IMG]

    Hidden items:

    There is some money and gems hidden in the well to the left of the jeweller's house in Hommlet.

    The following items are hidden in the book in the bookcase on the top floor of the Church of St. Cuthbert in Hommlet:
    Potion of Protection from Outsiders
    Potion of Heal
    Scroll of Cure Light Wounds
    Scroll of Cure Serious Wounds
    Scroll of Raise Dead
    2x Scroll of Heal
    Scroll of Cure Minor Wounds
    Scroll of Cure Critical Wounds
    Scroll of Cure Moderate Wounds


    Notable items that NPC vendors sell

    Originally posted by Gaear:
    Originally posted by mmonagle:

    Brother Smyth (Blacksmith) (incomplete list)

    Masterwork Small Quarterstaff
    Masterwork Halfling Siangham
    Masterwork Halfling Siangham
    60 arrows
    30 bullets
    Mithral Buckler

    Once you've completed Brother Smyth's quest to give him a hill giant's head, he will have the following notable items for sale:

    Large Masterwork Steel Shield (80%)
    Small Masterwork Steel Shield (80%)
    Masterwork Metal Tower Shield (80%)
    Masterwork Full Plate Armor (80%)
    Masterwork Scale Mail (80%)
    Masterwork Chain Shirt (80%)
    Masterwork Red Chainmail (80%)
    Masterwork Silver Breastplate (80%)
    Masterwork Splint Mail (80%)
    Masterwork Silver Banded Armor (80%)
    Masterwork Half-Plate (80%)
    Masterwork Full Plate Armor (80%)
    Masterwork Buckler (80%)
    Large Mithral Shield (80%)
    Masterwork Gladiator Armor (80%)
    Masterwork Marauder Armor (80%)
    Masterwork Greatsword (80%)
    Masterwork Katana (80%)
    Masterwork Scimitar (80%)
    Masterwork Greataxe (80%)
    Masterwork Longsword (80%)
    Masterwork Dagger (80%)
    Masterwork Rapier (80%)
    Masterwork Bastard Sword
    Masterwork Falchion (80%)
    Masterwork Shortsword (80%)
    Masterwork Throwing Dagger (80%)
    Masterwork Dwarven War Axe (80%)
    Masterwork Greatclub (80%)
    Masterwork Handaxe (80%)
    Masterwork Heavy Mace (80%)
    Masterwork Heavy Pick (80%)
    Masterwork Morningstar (80%)
    Masterwork Light Mace (80%)
    Masterwork Scythe (80%)
    Masterwork Single Axe (80%)
    Masterwork Gnome Hooked Hammer (80%)
    Masterwork Light Mammer (80%)
    Masterwork Warhammer (80%)
    Masterwork Light Crossbow (80%)
    Masterwork Heavy Crossbow (80%)
    Masterwork Guisarme (80%)
    Masterwork Battleaxe (80%)
    Masterwork Shortspear (80%)
    Masterwork Spear (80%)
    Masterwork Glaive (80%)
    Masterwork Ranseur (80%)
    Masterwork Javelin (80%)
    Masterwork Dart (80%)
    Masterwork Cutlass (80%)
    Masterwork Longspear (80%)
    Masterwork Greathammer (80%)
    Masterwork Maul (80%)
    Masterwork Heavy Flail (80%)
    Masterwork Spiked Chain (80%)
    Masterwork Shuriken (80%)
    Cleaver (80%) (Keen weapon)
    Masterwork Halfling Siangham (80%)
    Masterwork Kukri (80%)
    Masterwork Sickle (80%)
    Masterwork Flail (80%)
    Masterwork Main Gauche (80%)
    Masterwork Tiny Rapier (80%)
    Masterwork Small Quarterstaff (75%)
    Masterwork Halfling Siangham (75%)
    Masterwork Halfling Siangham (75%)
    Great Helm (75%)
    60 Arrows
    30 Bullets
    Mithral Buckler (25%)
    Masterwork Spiked Gauntlets
    Masterwork Trident
    Masterwork Halberd


    Once you've cleared Deklo Grove, Armario (cabinet maker) will have the following notable items for sale:

    360 arrows
    100 bolts
    masterwork greatclub
    masterwork club
    masterwork longbow
    masterwork light crossbow
    masterwork heavy crossbow
    masterwork quarterstaff
    composite longbow
    masterwork shortbow
    masterwork small quarterstaff
    composite longbow (Str 12)
    composite longbow (Str 16)
    composite shortbow (Str 12)
    composite shortbow (Str 14)
    masterwork composite longbow (Str 12)
    masterwork composite longbow (Str 14)
    masterwork composite longbow (Str 16)
    masterwork composite shortbow (Str 12)
    masterwork composite shortbow (Str 12)
    masterwork composite shortbow (Str 14)
    composite longbow (Str 18)
    masterwork composite longbow (Str 18)
    large masterwork wooden shield
    wooden elvish shield
    wooden tower shield
    masterwork bark armour
    darkwood buckler
    large darkwood shield


    Rannos Davl & Gremag (Trading Post)

    Plumed Helm (90%)
    Druidic Helm (90%)
    Barbarian Helm (90%)
    10 Bullets (90%)
    10 Bullets (90%)
    10 Bullets (90%)
    30 Arrows (90%)
    Quarrel of Bolts (90%)
    Masterwork Maul
    Smokestick (90%) (using it causes the same effect as the Fog Cloud spell)
    Spyglass (90%) (doubles Spot skill during random encounter Spot checks)
    Antitoxin (90%) (+5 luck bonus to saves vs Poison for 1 hour)
    Lockslip Grease (90%) (-1 to the DC of the lock that the grease is applied to; 2 uses only)
    Healer's Kit (90%) (+2 circumstance bonus to Heal checks)
    Scholar's Kit (90%) (+2 circumstance bonus to Spellcraft checks)
    Eyeglasses (90%) (+2 circumstance bonus to Appraise skill)
    Flask of Oil (90%)
    Bottle of Eruptive Acid (90%)
    Bottle of Acid (90%)
    Bottle of Distilled Acid (90%)
    Bottle of Purified Acid (90%)
    Armour Oil (90%) (permanent +1 to Armor Check Penalty of any metallic armour; 1 use only)
    Merchant's Scale (90%) (+2 circumstance bonus to Appraise skill)


    Bing (Brother-In-Law) (incomplete list)

    Masterwork Padded Armor (80%)
    Masterwork Hide Armor (80%)
    Small Masterwork Leather Armor (80%)
    Small Masterwork Studded Leather (80%)
    Masterwork Leather Scale Armor (80%)
    Masterwork Leather Armor (80%)
    Masterwork Sling (80%)


    Calmert (Church of St. Cuthbert)

    Holy Mace +1 (10%)
    Holy Water (x2)
    Potion of Cure Light Wounds (x3)
    Potion of Cure Light Wounds (50%)
    Potion of Cure Light Wounds (50%)
    Potion of Cure Moderate Wounds
    Potion of Cure Moderate Wounds (50%)
    Scroll of Cure Minor Wounds (x2)
    Scroll of Cure Moderate Wounds (x2)
    Scroll of Cure Moderate Wounds (50%)
    Scroll of Cure Serious Wounds
    Scroll of Cure Serious Wounds (50%)
    Scroll of Remove Disease (20%)
    Scroll of Bless
    Scroll of Restoration (20%)
    Silver Light Mace (10%)


    Jakk Borton (Leather Worker) (incomplete list)

    Masterwork Leather Armor
    Masterwork Studded Leather
    30 Bullets


    Jinnerth (Tailor)

    Masterwork Padded Armor




    The goblin that was in Hommlet in the vanilla version of the computer game has been removed from the game in the Circle of Eight Modpack.

    Originally posted by marc1967:
    Originally posted by Tathum:
    If you complete the 'Unhappy Tailor' quest in Hommlet, then Jinnerth the tailor will give you a masterwork repeating crossbow as a reward.

    Black Jay's ring is in one of 3 possible locations in the game (the location depends on your party alignment). 2 of the possible locations are: on one of the Giant Spiders' corpses in Deklo Grove; on one of the Giant Frogs' corpses outside the moathouse ruins. If your party alignment is Evil, then the ring is on the giant spider's corpse in the mouthouse ruins tower.

    You cure Bing (Leatherworker's brother-in-law) by casting Heal on him (either from a scroll or a potion or a memorized spell).

    If you talk to Ostler Gundigoot, then he will offer you a quest to catch Furnok cheating. If you complete the quest, then you can rest upstairs in the Inn of the Welcome Wench for free from then on, and Furnok will offer to join your party for free.

    Rannos Davl or Gremag will give you a Shortsword +1 as a bribe in exchange for your silence after you confront them about the Courier (in the barn to the east of their trading post in Hommlet) and you choose a magic weapon as the bribe.

    Originally posted by Gaear:
    Originally posted by marc1967:
    After you have cleared the moathouse ruins, Burne will offer to tell you his puzzles. The answers to Burne's puzzles are:
    white banner
    the second (long) explanation for your answer above
    5
    Burne will give you a scroll of Fireball and a scroll of Glitterdust if you successfully solve his puzzles (a scroll of Fireball is needed to destroy the Orb of Golden Death).

    Originally posted by Sitra Achara:
    Originally posted by mmonagle:
    You have to sell one of Lareth's items to either Gremag or Rannos Davl in order to get the random encounter with the assassin.

    You can kill either Rannos Davl or Gremag in their trading post and the Nulb house ambush will still happen. But if you kill them both in their trading post, then this prevents the Nulb house ambush from happening.

    If you don't get the random encounter with the assassin, then he shows up along with all of the regular NPCs in the Nulb house ambush.


    Notable lootable items when doing evil deeds:

    Black Jay (21 HP):
    Boots of Elvenkind
    Cloak of Elvenkind
    Wooden Elvish Shield

    Calmert (Cleric) (54 HP):
    Holy Mace +1

    Jaroo Ashstaff (101 HP):
    Rod of the Python (Quarterstaff +2)
    Ring of Invisibility
    Cloak of Resistance +2
    Dragonhide Plate
    Scimitar +1
    Scroll of Wind Wall

    Nira Melubb (Jeweler):
    Dagger +1
    Longsword +1

    Terjon (263 HP):
    Rod of Smiting (Light Mace +3)
    Ring of Protection +3
    Red Chainmail +3
    Ring of Mammal Control
    Shield +5
     

    Attached Files:

    Last edited: Jul 7, 2015
  14. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    2.2 Welkwood Bog

    Welkwood Bog is accessible at the start of the game.

    Welkwood Bog is designed to replace the FedEx quests in Hommlet. Completing Welkwood Bog will give a party of 5 (level 1) characters (starting with 0 XP) just about enough XP to reach level 2. Welkwood Bog is designed for level 1 characters.

    Talk to Brother Smyth (Blacksmith) in Hommlet, tell him that you are "looking for something different", then talk to Captain Renton in Hommlet to initiate the quest.

    Brother Smyth is at building #10.

    Captain Renton is in building #2.

    Mathel is not a lich - he's just a low level undead. Mathel wields a reach weapon and he can be quite deadly in melee. It's best to have a cleric who has the Sun domain and who has the Improved Turning feat continually use Greater Turning (which is a far more powerful version of Turn Undead) during this combat. Otherwise, this can be a VERY difficult combat for level 1 characters!

    Return to and talk to Captain Renton in Hommlet in order to complete the quest.


    Notable lootable items:

    2x Chain Shirt (Kobold Sergeant)
    2x Small Masterwork Studded Leather (Goblin Leader)
    Masterwork Shortsword (Mathel's Chest)



    2.3 Deklo Grove

    To make Deklo Grove accessible on your world map, talk to Tarim (Woodcutter) at building #3 in Hommlet and agree to clear out the monsters in Deklo Grove for him.

    At Deklo Grove, there are 2 giant spiders that both cast Web at your party for their first action in the combat. Depending on your party alignment, you may find Black Jay's Ring on one of the spider's corpses.

    Clearing Deklo Grove allows you to buy masterwork wooden items from Armario (Cabinet Maker) in Hommlet.



    2.4 Moathouse Ruins

    To make the moathouse ruins accessible on your world map, talk to Brother Smyth (Blacksmith) or Jaroo (Druid) in his grove in Hommlet or Spugnoir (Sage) in the Inn of the Welcome Wench in Hommlet. There are probably other NPCs who will also add the moathouse ruins to your world map if you speak to them but I can't remember them.

    If you are finding the gnolls, bugbears, or Lareth & his guards too difficult, then clear out all of the skeletons at Emridy Meadows first.


    Notable lootable items:

    Thieves' Tools (moathouse courtyard)
    Steel Shield +1 (Giant Lizard)
    Masterwork Light Crossbow (Fine Chest)
    48 Silver Bolts (Fine Chest)
    10x Eye of Flame Cloak (Chest)
    Cloak of Elvenkind (Lubash (Ogre)) (+10 competence bonus to Hide checks)
    Extraplanar Chest Miniature (Zombie)
    7x Holy Water (ghouls' lair)
    2x Potion of Protection from Undead (ghouls' lair)
    Lareth's Breastplate +1
    Lareth's Ring of Freedom of Movement
    Lareth's Club of Striking (Club +2)


    Apparently, you can avoid combat against Lubash (the ogre in the moathouse dungeon) if your characters are all wearing Eye of Flame cloaks which can be found in a chest to the north of where you appear in the moathosue dungeon. Lubash can be killed by missile weapons without him being able to attack you if you stay out of his attack range. Lubash can't move out of the room that he is in.


    If you rescue the 3 gnomes in the moathouse dungeon, then they will appear at the entrance to the Underdark below the gnome quarter in Verbobonc later on in the game.


    In order for Lareth to become a vendor, you can't let Lareth join your party - you have to let him run away. Your PC will need a Bluff skill of at least 10 (and maybe an Intimidate skill of at least 10 and/or a Diplomacy skill of at least 10) when talking to the Brigand Leader in the broken tower outside the Temple of Elemental Evil (otherwise you won't be able to avoid combat against the tower brigands, which will prevent Lareth from becoming a vendor). Lareth will be imprisoned in the basement of Rufus' and Burne's guard tower in Hommlet. You need a vacant NPC slot in your party in order to rescue Lareth because he needs to temporarily join your party while you take him out of Rufus' and Burne's guard tower.



    Originally posted by Sitra Achara:


    2.5 Nulb

    [​IMG]

    To make Nulb accessible on the world map, either read Lareth's diary or talk to Brother Smyth (Blacksmith) in Hommlet after clearing out the moathouse ruins. There might be some other NPCs who will also add Nulb to your world map but I can't remember them.

    Leave the Nulb house ambush until later if you don't have an uber party.

    Leave the duel with Tolub until your character is at least level 6.

    Originally posted by Metathiax:
    Originally posted by Sitra Achara:
    Originally posted by marc1967:
    For the purpose of triggering the Nulb house ambush, your effective average party level includes any animal companions and/or any commanded undead that you have.

    If you don't get the random encounter with the assassin, then he shows up along with all of the regular NPCs in the Nulb house ambush.

    Upon buying your house in Nulb, there is a 2 day delay before Preston Wetz will tell you that thugs have been looking for you.

    Whenever I approach Preston Wetz (2 or more days after buying my house) (Preston Wetz is at position 1 (in the map below) during the day, but is inside the building (in between 1 and 2 in the map below) at night), he initiates conversation with me about thugs looking for me, then the first time that I entered my house in Nulb after that conversation with Preston Wetz, I got the ambush.


    Notable items that NPC vendors sell:

    Otis' assistant (blacksmith's assistant) (incomplete list)

    Small Masterwork Steel Shield (50%)
    Masterwork Red Chainmail (50%)
    Masterwork Chain Shirt (50%)
    Masterwork Splint Mail (50%)
    Masterwork Silver Breastplate (50%)
    Masterwork Silver Banded Armor (50%)
    Masterwork Scale Mail (50%)
    Masterwork Half-Plate (50%)
    Masterwork Greatsword (50%)
    Masterwork Bastard Sword (50%)
    Masterwork Cutlas (50%)
    Masterwork Longsword
    Masterwork Scimitar (50%)
    Masterwork Shortsword (50%)
    Masterwork Dagger
    Masterwork Throwing Dagger (50%)
    Masterwork Greataxe (50%)
    Masterwork Handaxe (50%)
    Masterwork Heavy Mace (50%)
    Masterwork Morningstar (50%)
    Masterwork Light Mace (50%)
    Masterwork Scythe (50%)
    Masterwork Single Axe (50%)
    Masterwork Light Hammer (50%)
    Masterwork Warhammer (50%)
    Masterwork Glaive (50%)
    Masterwork Ranseur (50%)
    Masterwork Buckler (50%)
    30 Bullets
    Mithral Buckler (25%)


    Ah Fong

    Masterwork Wakizashi (1d6, 19-20x2) (50%)
    Masterwork Monk Spade (1d10, 18-20x2) (50%)
    Masterwork Rake (1d8, 20x3) (50%)
    Masterwork Shovel (1d8, 20x3) (50%)
    Masterwork War Fan (1d6, 20x3) (50%)
    Masterwork Tonfa (1d6, 20x2) (50%)
    Masterwork Dao (1d8, 19-20x2) (50%)
    Masterwork Butterfly Sword (1d6, 19-20x2) (50%)
    Masterwork Katar (1d4, 20x3) (50%)
    Masterwork Tanto (1d4, 19-20x2) (50%)
    Masterwork Kama (1d6, 20x2) (50%)
    Masterwork Main Gauche (1d4, 20x2) (50%)
    Masterwork Tiny Rapier (1d3, 18-20x2) (50%)
    Masterwork Trident (50%)
    Masterwork Halberd (50%)
    Dragonhide Plate (20%)
    Darkwood Buckler (50%)
    Large Mithral Shield (50%)
    Large Darkwood Shield (50%)
    Dwarven Plate (50%)
    Royal Armor (50%)
    Masterwork Gladiator Armor (50%)
    Masterwork Marauder Armor (50%)
    Black Plate (50%)
    Small Masterwork Padded Armor (50%)
    Small Masterwork Studded Leather (50%)
    Adamantium Breastplate (20%)
    Mithral Shirt (20%)
    Mithral Plate (50%)
    Mithral Buckler (50%)
    Masterwork Fine Chainmail (50%)
    Moon-Ivy Armor (50%)
    Moon-Ivy Armor (20%)
    Moon-Ivy Armor - Poison Ivy (casts Poison) (10%)
    Moon-Ivy Armor - Explosive Spores (casts Stinking Cloud) (10%)
    Moon-Ivy Armor - Pheromones (+3 Charisma) (10%)
    Masterwork Dwarven Stone Armor (5%)
    Masterwork Bark Armor (50%)
    Masterwork Shell Armor (50%)
    Bondleaf Wrap (20%)
    Circlet of Discernment (40%)


    Skole (barkeeper in Boatmen's Tavern)

    Masterwork Thieves' Tools
    Cloak of Resistance +1
    Scarab of Proof against Poison
    Gloves of Dexterity +4
    Scroll of Invisibility
    Scroll of Knock
    Scroll of Fox's Cunning
    Holy Water


    Lodriss (barmaid in Boatmens' Tavern)

    Masterwork Thieves' Tools
    Bracers of Armor +3
    Bracers of Archery, Lesser
    Wand of Cure Light Wounds
    Scroll of Knock
    Scroll of Lightning Bolt
    Shortsword +1
    Dagger of Venom (Dagger +1, can poison once per day)
    Dagger +2
    Ring of Protection +1
    Gloves of Dexterity +2


    Vendor (on top floor of Mother Screng's herb shop)

    Staff of Life
    Keoghtom's Ointment
    Potion of Cure Light Wounds (x3)
    Potion of Cure Light Wounds (50%)
    Potion of Cure Light Wounds (50%)
    Potion of Cure Moderate Wounds
    Potion of Cure Moderate Wounds (50%)
    Scroll of Raise Dead (x2)
    Scroll of Cure Moderate Wounds (x2)
    Scroll of Cure Moderate Wounds (50%)
    Scroll of Cure Serious Wounds
    Scroll of Cure Serious Wounds (50%)
    Scroll of Remove Curse (30%)
    Scroll of Remove Disease (30%)
    Scroll of Raise Dead (10%)
    Scroll of Heal (10%)


    Notable lootable items:

    Waterside Hostel

    Rentsch:
    Dagger +1
    Battleaxe +1
    Steel Shield +1
    Red Chainmail +1

    Wat:
    Boots of Elvenkind
    Dagger of Venom (Dagger +1, can poison once per day)
    Steel Shield +1


    Boatmen's Tavern

    Spear +1 (Skole)
    Masterwork Bastard Sword (Skole's Goon)


    Your house

    Rannos Davl (58 HP):
    Amulet of Proof Against Detection & Location
    Shortsword +1
    Ring of Protection +1
    Dagger +1
    Brown Leather Armor +1

    Gremag (46 HP) (60 HP during combat):
    Dust of Disappearance
    Dagger of Venom (Dagger +1, can poison once per day)
    Red Chainmail +3
    Shortsword +1

    Thug Leader (104 HP) (120 HP Barbarian Rage):
    Masterwork Spiked Chain
    Ring of Protection +2
    Barbarian Helm
    Gloves of Dexterity +2

    Hired Thug (96 HP):
    Masterwork Heavy Flail
    Full Plate +1

    Hired Thug (78 HP):
    Masterwork Warhammer
    Masterwork Metal Tower Shield
    Masterwork Half-Plate

    Zuggtmoy Priest (65 HP):
    Red Chainmail +2
    Steel Shield +2
    Morningstar +1
    2x Scroll of Death Knell

    Enchantress (26 HP), DR Points: 80, Invisible:
    Masterwork Sling


    Notable lootable items when doing evil deeds:

    Grud Squinteye (62 HP):
    Dagger +1
    Red Chainmail +1

    Tolub (Pirate) (70 HP):
    Brown Leather Armor +1
    Ring of Protection +3



    You can only get the quest from Skole to assassinate Lodriss if your party alignment isn't good, or if you have a good party alignment and the PC talking has an Intimidate skill of at least 9. You will only have the dialogue option to demand a better payment than what Skole initially offers if you have a Diplomacy skill of at least 10, in which case Skole will give you a Steel Shield +2 if you accept the quest to assassinate Lodriss. You don't have to then kill Lodriss. You can double-cross Skole if you want to by telling Lodriss about Skole's scheme.



    Originally posted by Sitra Achara:


    2.6 Emridy Meadows

    To make Emridy Meadows accessible on your world map, either talk to Terjon in the Church of St. Cuthbert in Hommlet or talk to Spugnoir (Sage) in the Inn of the Welcome Wench in Hommlet. There might be some other NPCs who will also add Emridy Meadows to your world map but I can't remember them. Terjon will give you a quest to retrieve his amulet from the rainbow rock at Emridy Meadows.

    Leave the Hill Giant until your characters are level 6.


    Notable lootable items:

    Cloak of Elvenkind
    Green Elven Chain
    Wooden Elvish Shield
     

    Attached Files:

    Last edited: Oct 30, 2015
  15. gazra_1971

    gazra_1971 Knights of Legend

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    Re: game guide & walkthrough for the Circle of Eight modpack NC

    2.7 Temple of Elemental Evil interior

    To make the Temple of Elemental Evil accessible on your world map, talk to Lareth in the moathouse dungeon or talk to Otis (Blacksmith) in Nulb.

    Notable lootable items:

    8x Earth Temple Brown Robes (Chest) (bottom left)
    8x Air Temple Ivory Robes (Chest) (mid left)
    8x Fire Temple Crimson Robes (Chest) (top left)
    8x Water Temple Moss-Green Robes (Chest) (top right)

    If all of your characters wear the robes of a particular elemental temple, then it should allow your party to move through that elemental temple without getting into combat against any members of that temple.

    There is a secret spiral staircase that leads from the huge circular hole in the ground floor of the Temple of Elemental Evil to dungeon level 1, as well as a one-way passage down directly into the Air Temple on dungeon level 2.


    2.8 Temple of Elemental Evil dungeon level 1

    Romag is the hight priest of the Earth Temple. If you have not attacked any of the other elemental temples, then you can choose to do 3 quests for Romag which will ally you with the Earth Temple and grant you safe passage to the Greater Temple below.

    Killing any of the high priests of the elemental temples (i.e. Romag, Belsornig, Kelno, or Alrrem) triggers the Reactive Temples mod, where all temples go on the defensive (in which case their best mobs will be grouped together within their respective temples).

    For all of the possible conditions that trigger the Reactive Temples mod, see the following link:

    http://www.co8.org/forum/showpost.php?p=109747&postcount=7

    Originally posted by Sitra Achara:

    Notable lootable items:

    Barrel:
    2x Spear +1
    Masterwork Maul
    Masterwork Glaive
    Masterwork Ranseur
    Masterwork Warhammer
    120 Silver Arrows

    Potion of Protection from Undead (Ghasts' Chest)
    2x Javelin of Lightning (Earth Temple Fighter)
    Masterwork Battleaxe (Turnkey)

    Treasure Chest:
    Dagger +2
    Wonnilon's Leather Armor +2
    Wonnilon's Backpack

    Earth Temple Troop Commander (130 HP):
    Chain Shirt +1
    Steel Shield +2
    Battleaxe +1

    Romag (High Priest):
    Mace +1 (Light Mace)
    Red Chainmail +2

    Potion of Reduce Person (Earth Temple Chest 1)
    Morningstar +1 (Earth Temple Chest 3)

    Earth Temple Chest 4:
    Ring of Protection +1
    Wand of Hold Person
    Keoghtom's Ointment


    2.9 Broken Tower outside the Temple of Elemental Evil

    Notable lootable items:

    10 Bolts +1 (Wizard)
    10 Bolts +1 (Witch)
    10 Bolts +1 (Witch)
    Potion of Protection from Undead

    Brigand Leader:
    Chain Shirt +1
    Steel Shield +2
    Longsword +1


    There is a secret passage that leads from the broken tower (which is outside the Temple of Elemental Evil) down to a secret section of the Temple of Elemental Evil dungeon level 3. The Orb of Golden Death is hidden in a secret room adjacent to this secret area.


    In order for Lareth to become a vendor, you can't let Lareth join your party - you have to let him run away. Your PC will need a Bluff skill of at least 10 (and maybe an Intimidate skill of at least 10 and/or a Diplomacy skill of at least 10) when talking to the Brigand Leader in the broken tower outside the Temple of Elemental Evil (otherwise you won't be able to avoid combat against the tower brigands, which will prevent Lareth from becoming a vendor). Lareth will be imprisoned in the basement of Rufus' and Burne's guard tower in Hommlet. You need a vacant NPC slot in your party in order to rescue Lareth because he needs to temporarily join your party while you take him out of Rufus' and Burne's guard tower.

    Lareth

    (Lareth refreshes his items for sale EACH time that you initiate dialogue with him!)

    Quiver of Arrows (75%)
    Quarrel of Bolts (75%)
    Pouch of Bullets (75%)
    Pouch of Bullets (75%)
    Pouch of Bullets (75%)
    Masterwork Katana (25%)
    Masterwork Scimitar (25%)
    Masterwork Throwing Dagger (25%)
    Masterwork Greataxe (25%)
    Masterwork Dagger (25%)
    Masterwork Rapier (25%)
    Masterwork Bastard Sword (25%)
    Masterwork Gnome Hooked Hammer (25%)
    Masterwork Light Hammer (25%)
    Masterwork Warhammer (25%)
    Masterwork Longbow (25%)
    Masterwork Light Crossbow (25%)
    Masterwork Heavy Crossbow (25%)
    Masterwork Quarterstaff (25%)
    Masterwork Guisarme (25%)
    Masterwork Battleaxe (25%)
    Masterwork Sling (25%)
    Masterwork Shortspear (25%)
    Masterwork Spear (25%)
    Masterwork Glaive (25%)
    Masterwork Ranseur (25%)
    Masterwork Javelin (25%)
    Masterwork Dart (25%)
    Masterwork Cutlass (25%)
    Masterwork Shortbow (25%)
    Masterwork Greathammer (25%)
    Masterwork Maul (25%)
    Masterwork Heavy Flail (25%)
    Masterwork Flail (25%)
    Masterwork Spiked Chain (25%)
    Masterwork Shuriken (25%)
    Masterwork Metal Tower Shield (25%)
    Masterwork Padded Armor (25%)
    Masterwork Leather Armor (25%)
    Masterwork Studded Leather (25%)
    Masterwork Chain Shirt (25%)
    Masterwork Hide Armor (25%)
    Masterwork Red Chainmail (25%)
    Masterwork Silver Breastplate (25%)
    Masterwork Splint Mail (25%)
    Masterwork Silver Banded Armor (25%)
    Masterwork Half-Plate (25%)
    Masterwork Full Plate Armor (25%)
    Masterwork Buckler (25%)
    Small Masterwork Wooden Shield (25%)
    Black Cloak (25%)
    White Cloak (25%)
    Blue Bandana (25%)
    Red Bandana (25%)
    Bicorne (25%)
    Simple Circlet (25%)
    Masterwork Light Mace (25%)
    Masterwork Scythe (25%)
    Masterwork Single Axe (25%)
    Masterwork Club (25%)
    Masterwork Heavy Mace (25%)
    Masterwork Heavy Pick (25%)
    Masterwork Morningstar (25%)
    Masterwork Falchion (25%)
    Masterwork Shortsword (25%)
    Masterwork Throwing Dagger (25%)
    Masterwork Dwarven War Axe (25%)
    Masterwork Greatclub (25%)
    Masterwork Handaxe (25%)
    Masterwork Flute (25%)
    Masterwork Drum (25%)
    Masterwork Horn (25%)
    Masterwork Mandolin (25%)


    2.10 Arena of Heroes

    The Arena of Heroes becomes accessible after you have been told of Nulb.

    Talk to Brother Smyth (Blacksmith) in Hommlet, and tell him that you are "looking for something different".

    Brother Smyth's chest appears on the ground when story state 3 is reached (i.e. you've learned of Nulb). You need to open the chest and read (use) the book inside it to enter the Arena of Heroes.

    [​IMG]

    Brother Smyth's Treasure Chest (Open Lock DC: 34) (this lock cannot be opened by the spell Knock)

    Originally posted by General Ghoul:
    Q: "I have no rogue in my current party and cannot open the chest to get the Arena of Heroes book - is there any other way to get into the chest?"

    Originally posted by Forgalz:
    Notable lootable item:

    Horn of Fog (Brother Smyth's Treasure Chest) (+3 Perform skill; casts Fog Cloud once per day)


    Arena challenges:

    1. 3 Owlbears

    2. 2 Hill Giants

    3. 3 Undead Wizards; 2 Skeletal Hill Giants; ghouls; zombies (One of the first 2 undead wizards always casts Stinking Cloud as its first action during the combat - either try to kill that undead wizard before it casts that spell or try to move as many of your characters away from each other as possible so that as few as possible of your characters are caught in the Stinking Cloud. The Stinking Cloud doesn't affect undead. Killing or commanding 1 of the first 2 undead wizards causes the third undead wizard and the 2 skeletal hill giants to appear).


    Originally posted by Gaear:
    Originally posted by son of liberty:

    The Master of the Arena will give you the following item as a reward for completing the 3 arena challenges:

    Hero's Shield (Metal Tower Shield +1; Weight: 15)


    2.11 Temple of Elemental Evil dungeon level 2

    Notable lootable items:

    2x Greater Temple Robes (Footlocker)
    40 Silver Arrows (Barrel)
    Ring of Protection +2 (Lieutenant (80 HP) level 8 fighter/rogue)
    Potion of Invisibility (Feldrin's Chest)
    2x Masterwork Great Cleaver (Female Bugbear)
    Javelin of Lightning (Ogre Shaman)
    Darkwood Buckler (Alrrem's Chest)
    Ring of Fire Resistance, Minor (Troll Hydra Keeper (84 HP))
    Holy Ranseur +1 (secret room adjacent to Air Temple)

    Feldrin (Commander) (56 HP):
    Longsword +2
    Brown Leather Armor +1
    Cloak of Resistance +2

    Minotaur (60 HP) (Stoneskin DR: 60)
    Attack: +10/+5/+5 (+6/+1/+1 Base Attack, +5 Strength Modifier, -1 Size Adjustment)
    casts Stoneskin


    Air Temple:

    Kelno is the hight priest of the Air Temple. If you have not attacked any of the other Elemental Temples, then you can choose to do 3 quests for Kelno which will ally you with the Air Temple and grant you safe passage to the Greater Temple below.

    There is a secret room adjacent to the Air temple that contains a Holy Ranseur +1.


    Kelno (High Priest) (45 HP) Protection from Energy: 60:
    Dagger of Venom (Dagger +1, can poison once per day)
    Mace +1 (light mace)
    Air Temple Ivory Robes
    Red Chainmail +1
    Kelno's Vial of Unholy Water
    Cloak of Resistance +1

    Water Temple:

    Belsornig is the hight priest of the Water Temple. If you have not attacked any of the other Elemental Temples, then you can choose to do 3 quests for Belsornig which will ally you with the Water Temple and grant you safe passage to the Greater Temple below.

    Originally posted by Sitra Achara:

    Belsornig (72 HP) (88 HP during combat) Protection from Energy: 96:
    Full Plate +1
    Water Temple Moss-Green Robes
    Ring of Freedom of Movement
    Belsornig's Poison Vial
    Rod of Smiting (light mace +3)

    Juggernaut (170 HP), SR[18], DR (5/-), Immunity (Nonlethal/Acid/Electricity/Fire)
    AC: 22 (+18 Natural Armor, -2 Size Adjustment, -4 Dexterity Modifier)
    Attack: +17/+17 (+9 Base Attack, +10 Strength Modifier, -2 Size Adjustment)
    Damage: Slam (Bludgeoning) 2d6+10 (Strength Modifier)

    Priest (27 HP):
    Full Plate Armor
    Water Temple Moss-Green Robes
    Scroll of True Seeing

    Priest (25 HP):
    Full Plate Armor
    Scroll of Resist Energy
    Water Temple Moss-Green Robes
    Scroll of Neutralize Poison


    Fire Temple:

    Alrrem is the hight priest of the Fire Temple. If you have not attacked any of the other Elemental Temples, then you can choose to do 3 quests for Alrrem which will ally you with the Fire Temple and grant you safe passage to the Greater Temple below.


    Alrrem's quarters:

    Alrrem:
    Red Chainmail +2
    Warhammer +2
    Steel Shield +1
    Scroll of Flame Strike
    Scroll of Discern Lies
    Scroll of Dispel Magic

    Ring of Protection +1 (Priest (60 HP))

    Antonio's Mace (Priest (33 HP)) (normal mace worth ~1000 GP)


    Fire Temple:

    The troop commander Bassanio is in the main open chamber of the Fire Temple. If you are not allied with the Fire Temple, then when any of your party's characters come close to Bassanio, 2 Noble Salamanders and many Flamebrothers (lesser salamanders) appear and attack you. They guard a chest with awesome magical items in it.

    Originally posted by Zalmoxes:
    Fire Temple Chest:
    Frost Brand (Greatsword +3; +1d6 cold damage; absorbs the first 10 points of any fire damage to its wielder)
    Ring of Fire Resistance, Minor


    Bassanio (Troop Commander) (52 HP) Protection from Energy: 120:
    Rope of Entanglement
    Flaming Longsword +1 (+1d6 fire damage)
    Silver Banded Mail +1

    Flamebrother (40 HP), Doubled Damage (Cold), Invulnerable (Fire), Immunity (Fire)
    AC: 19 (+7 Natural Armor, +1 Size Adjustment, +1 Dexterity Modifier)
    Attack: +4 or +2 (+2 Base Attack, +1 Strength Modifier, +1 Size Adjustment)
    Damage: Gore (Piercing) 1d6+1 (Strength Modifier) +1d6 (Extraordinary Ability (Fire))
    Melee attacker takes 1d6 Heat Damage (Fire) if attacker hits Flamebrother while close to Flamebrother


    2.12 Temple of Elemental Evil dungeon level 3

    Notable lootable items:

    Wonnilon's Repeating Crossbow +1 (on floor in top corner of Scorpp's (the Hill Giant's) room)
    Longsword +3 (Lamia)
    Small Masterwork Studded Leather (Goblin Leader)
    2x Bugbear Iuz Shield
    4x Bugbear Spiked Temple Shield

    2x Ogre Shaman:
    2x Javelin of Lightning

    3x Greater Temple Bugbear (163 HP):
    3x Black Plate
    3x Bugbear Iuz Shield

    Banshee Chest:
    Thorned Chains of Love +1 (Holy Spiked Chain +1)
    Longbow +1
    Green Elven Chain
    Cloak of Elvenkind
    Scarab of Proof against Poison (+4 to all saving throws against poison)


    Smigmal Redhand (Woman) (130 HP)
    Attack: +13/+8 (+9 Class, +3 Strength Modifier, +1 Enhancement: Magic Shortsword)
    Lootable items:
    Shortsword +1
    Ring of Invisibility
    Wooden Elvish Shield
    Blue Elven Chain

    2x Assassin (90 HP):
    2x Mithral Shirt
    2x Rapier +2
    2x Wakizashi +1

    Falrinth (80 HP), DR Points: 100, Fire Shield:
    Bracers of Armor +3
    Masterwork Quarterstaff
    Scroll of Fire Shield

    Falrinth's Second Chest:
    Wand of Chain Lightning
    Orb of Golden Death

    Originally posted by Gaear:
    If you attack but don't kill Smigmal Redhand, then eventually Smigmal will summon 2 Smigmal Assassin Henchmen to aid her during the combat (who have excellent items to loot from their corpses afterwards). It may take several rounds before Smigmal summons reinforcements.

    If you choose the following dialogue options when talking with Falrinth, then he will escape. The next time that you enter his area, he will be there again, but he will now have reinforcements in the form of 3 Bugbears (one of which is a Greater Temple Bugbear with 163 HP) (note: your PC talking will need high enough skills to be able to select the first and the last of the following dialogue options):
    1. Will you now? Hedrack himself has sent me, you fool.
    2. What have you learned so far?
    1. Enough talk, Falrinth! Give me the orb now, or I will take it by force!

    As soon as you have the Orb of Golden Death, a hole opens up in front of the throne on the ground floor of the Temple of Elemental Evil which leads to Zuggtmoy's prison within the Temple of Elemental Evil. This is the only portal that you can use to enter Zuggtmoy's prison.

    Destroying the Orb of Golden Death will significantly weaken Zuggtmoy and give you a more successful game ending. You destroy the Orb of Golden Death by talking to Burne (while you have the Orb in your character's inventory) and then you must talk to and give Pishella the following items:
    Holy Water
    Masterwork Maul
    scroll of Gust of Wind
    scroll of Fireball

    Once Pishella has destroyed the Orb of Golden Death, you have only 4 days in which to kill Zuggtmoy.


    2.13 Temple of Elemental Evil dungeon level 4 (the Greater Temple)

    In the lower left area of the map, there is a hill giant who won't attack you but who will talk with you. The hill giant is actually the recruitable NPC Kella in disguise.

    Originally posted by Gaear:
    The elementals in Senshock's room are immune to the spell Dismissal.

    If you attack but don't kill Senshock, then he will escape and become a vendor of wondrous items in the Bazaar of the Bizarre in Verbobonc. If you use a paladin PC to talk to Senshock in Verbobonc, then you will have to fight Senshock and Ariel and Bella.

    There is a scroll of Dispel Magic hidden on the table in the room where the Dazed Concubine and the Exotic Concubine are in the Greater Temple (i.e. the Temple of Elemental Evil dungeon level 4). If you cast Dispel Magic on the Dazed Concubine, then she will reveal that she is Paida (Valden's wife).

    You deactivate the electrical trap in the Greater Temple (Temple of Elemental Evil dungeon level 4) by either:
    1. having a Black TGZY Scarab in your inventory.
    2. talking to a troll in the Greater Temple and getting the deactivation secret password from a troll (you may have to damage a troll enough to make it bargain for its life).
    3. completing the 3 quests for any of the high priests of the 4 elemental temples within the Temple of Elemental Evil, where upon they will tell you the deactivation secret password.

    You can bypass the electrical trap without deactivating the trap by either:
    1. pressing the C key to enter combat mode and then moving each character in your adventuring party past the trap while in combat mode. You end combat mode by pressing the C key again; or
    2. using the Temple Map item in your character's inventory.
    To the left of Hedrack's Greater Temple, there are 4 different coloured portals. Don't activate any of them yet. Come back to them later on in the game when your characters are higher level.

    Hedrack (the high priest of the Greater Temple of Elemental Evil) is in the central room of the map (at the end of the long central corridor). When you approach Hedrack, he will initiate a conversation with you. You may have the option to submit to Hedrack (which ends the game) but the conversation will most likely end with combat starting. If you damage Hedrack sufficiently but don't kill him in the same round (or maybe this always happens after the first round of combat unless you kill Hedrack in the first round of the combat), then Hedrack summons his god Iuz. Iuz will raise dead any opponents that you have already slain, and then you will enter combat against Iuz. You only need to survive long enough for St. Cuthbert to intervene. Do not let Iuz perform a full attack against any of your party's characters or they will most likely die because Iuz has 7 attacks when he full attacks, and the damage that he does with his sword is tremendous! St. Cuthbert will resurrect any characters in your party that have died and he will heal all of your party members, and then both Iuz and St. Cuthbert will leave (as gods do), leaving you to finish off Hedrack and the rest of his minions.

    See section "2.33 Demons and Demigods quest" below for the statistics of Iuz and St. Cuthbert.

    Activating the brown portal will teleport your party to the Earth Node.

    Activating the white portal will teleport your party to the Air Node.

    Activating the aqua (green/blue) portal will teleport your party to the Water Node.

    Activating the red portal will teleport your party to the Fire Node.


    Notable lootable items:

    Barkinar (Priest) (80 HP):
    Full Plate +1
    Steel Shield +2
    Staff of Striking (Quarterstaff +3)
    Boots of Speed (once per day, acts as Haste spell for 10 rounds)

    Deggum (Cleric-Mage) (45 HP):
    Unholy Mace +1 (heavy mace)
    Ring of Protection +3
    Ring of Fire Resistance, Minor
    Bracers of Armor +3

    Senshock (Wizard) (66 HP), SR[16], DR Points: 110, Temp HP: 14:
    Bracers of Armor +3
    Ring of Protection +2
    Wand of Fireball (5th)
    Senshock's Robes (+3 AC; SR[15])
    magic quarterstaff

    Senshock's Chest:
    Potion of Bull's Strength
    Potion of Eagle's Splendor
    Potion of Enlarge Person
    Potion of Haste
    Potion of Heroism
    Potion of Heroism, Greater
    Potion of Hiding
    Potion of Invisiblity
    Potion of Protection From Elementals
    Potion of Protection From Energy, Fire
    Potion of Protection From Undead
    Potion of Reduce Person

    7x Bugbear Iuz Shield
    2x Bugbear Spiked Temple Shield

    Greater Temple Bugbear Leader (163 HP):
    Black Plate
    Bugbear Iuz Shield

    10 Bolts +1 (Wizard)
    10 Bolts +1 (Wizard)

    Hedrack (108 HP):
    Hedrack's Greathammer +2 (Unholy) (uses Warhammer weapon proficiency)
    Hedrack's Full Plate Armor +3
    Hedrack's Shield +3 (Unholy)
    Hedrack's Plate Gloves (+6 enhancement bonus to Strength)
    Hedrack's Plate Helmet (+5 resistance bonus to Will saves)
    Hedrack's Plate Boots (+5 resistance bonus to Reflex saves)
    Ring of Freedom of Movement
    2x Wand of Fear
    Scroll of Dispel Magic
    Scroll of Flame Strike
    Scroll of Silence
    Scroll of Slay Living
    Potion of Bull's Strength
    Potion of Haste
    Potion of Invisiblity
    Potion of Reduce Person

    Hedrack's Greater Temple Chest 1:
    5000 Gold
    1000 Platinum
    6x Earth Temple Brown Robes
    Wand of Heat Metal

    Hedrack's Greater Temple Chest 2:
    5000 Gold
    1000 Platinum
    6x Fire Temple Crimson Robes
    Wand of Lightning Bolt

    Hedrack's Greater Temple Chest 3:
    5000 Gold
    1000 Platinum
    6x Water Temple Moss-Green Robes

    Hedrack's Greater Temple Chest 4:
    5000 Gold
    1000 Platinum
    6x Air Temple Ivory Robes
    Rope of Entanglement
     

    Attached Files:

    Last edited: Oct 25, 2015

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