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Old January 12th, 2011   #1
gazra_1971
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Game Guide & Walkthrough For The Circle of Eight Modpack New Content Edition

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 8.0.0 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 Enchantment prerequisites for crafting arms and armour

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 8.0.0 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 installed on your computer in order to be able to install the Circle of Eight Modpack 8.0.0 New Content Edition

The Circle of Eight Modpack 8.0.0 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-800-new-content-edition

Originally posted by Gaear:
Quote:
@Everybody - this is not mandatory, but if you are one of those who suffered from launch/CTD problems in v7.9, I would strongly recommend that you start completely fresh with ToEE for v8 - uninstall the modpack, uninstall the game, reboot, reinstall the game, reinstall the mopdack. The reason being that whatever the problem was with 7.9, it had a 'legacy' effect as it were, where the effects would/could carry over into subsequent game launches even if the problem had been fixed. You want to flush your system of this for best results.

Regarding the 'fix' for the above-referenced problem in 7.9, all we ended up doing was fixing the bugged help.tab, which ended the issues entirely on mine and Ted's systems. Agetian never could reproduce the problems reliably, though like other users, he had differing manifestations of the launch failures. In the end it came down to us being unable to point the finger at anything in particular but the obviously broken help.tab - not the latest temple.dll, and not the reshack by AjiTae, and not TFE-X4 itself. We'll continue to monitor this and troubleshoot if problems persist, but we can't really fix anything without knowing what's wrong.

All that said, I have a feeling that for many if not most of you who suffered the issues, the fixed help.tab and a fresh reboot as described above may see the problems go away.



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:
Quote:
Please note: In order to update your TFE-X, all you need to do is unpack the files from the update archive into your ToEE folder, overwriting the old files. There is no need to reinstall the game or reactivate the current module.



Patch 8.0.1 (which is an add-on module) is available to download from the following link:

http://files.co8.org/mods/TFE-X%20Modules/Add-On%20Modules/Circle%20of%20Eight%20Add-On%208.0.1%20New%20Content%20Edition%20Setup.exe

In order to actually install the patch 8.0.1, you need to click on the Add-Ons button at the bottom of the ToEE Front-End X interface and activate the 8.0.1 add-on module.

Originally posted by Gaear:
Quote:
You can verify the patch version in the in-game help system under Co8.
If you are continuing a saved game from version 8.0.0 and you already have the Extraplanar Chest with items in it, then you need to do one of the following:

Originally posted by Pygmy:
Quote:
Before you patch with a saved game you certainly need to load up your last saved game and empty ANYTHING you'd miss from your extraplanar chests that will be COMPLETELY EMPTY when you re-load after activating the patch.
Originally posted by Sitra Achara:
Quote:
Regarding the Extraplanar chest, I think you need to back up the file bag_of_holding.mes, which is found inside [ToEE main folder]\modules\ToEE.



There is a known bug with the 'Fear of Ghosts' quest. You can download the bug fix from the following link:

Originally posted by Sitra Achara:




There is a known bug involving the Extraplanar Chest and the Gem Hoard on Zuggtmoy's throne. You can download the bug fix from the following link:

Originally posted by Sitra Achara:
Quote:
Put the file in your [ToEE]\data\scr folder, overwriting the old one:

http://www.co8.org/forum/attachment.php?attachmentid=7290&d=1384488679




Originally posted by Sitra Achara:
Quote:
Attached file should enable using Jaroo's remove [spell] permanency without negative consequences. Put it in ToEE\data\scr.

http://www.co8.org/forum/attachment.php?attachmentid=7567&d=1389640166




There is a known bug with the Robin of Locksley random encounter where you never get the random encounter. In order to fix the bug, download the following file and put it in your ToEE\data\scr folder (if you have the file py00338Viscount.pyc in that folder, then I recommend that you delete that file before running the game again):

Originally posted by Sitra Achara:
Quote:
For some reason it seems Wilfrick's script randomly halts execution for no apparent reason (i.e. it executes the game.global_vars[923] = ... command, but not the commands that follow it... sometimes. )

I've added some bulletproofing in Wilfrick's dialogue - his dlg script will now continually re-attempt to schedule until successful. That is to say, if you don't get the encounter, try talking to him again, it should set things in motion (but you'll probably have to wait the period specified in [923] again*).

* to be clear, talking to him again won't RESET the timer, it will just set it if it hasn't been set already.

http://www.co8.org/forum/attachment.php?attachmentid=7727&d=1393531793




Originally posted by Gaear:
Quote:
8.0.2 might actually be soon-ish, for what it's worth, though I don't think it will require a new game after patching anyway.

Last edited by gazra_1971; 3 Weeks Ago at 07:58 AM.
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Old January 12th, 2011   #2
gazra_1971
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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:
Quote:
Just navigate to your ToEE root directory, find the names of the modpacks there you want to get rid of, and delete them.
Each modpack has three files associated with it: a .tfm file, a jpg file, and a .txt file. Delete all three.
Using Co8 5.9.3 as an example, they'll look like this:
Circle of Eight Modpack 5.9.3 BETA.jpg
Circle of Eight Modpack 5.9.3 BETA.tfm
Circle of Eight Modpack 5.9.3 BETA.txt
Make sure any modpacks you delete in this fashion are not active.
You can delete the related 'docs' folder and its contents for each modpack the same way if you want to.
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:
Quote:
you can only have one portrait pack installed at a time. If you wanted BG and IWD portraits, for example, you'd need to use the 'portraits made easy' pack and make a custom setup of your own.

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

Originally posted by The Royal Canadian:
Quote:
NEVER rest on a random encounter map! (it causes the game to crash to desktop).
  • 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:
    Quote:
    It works whenever I don't use more than 4 targets. 5 or more, game crashes.
  • 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:
Quote:
[The spell Spike Growth has] been known to be crashy in some wacky ToEE circumstances.
1.4 Minimizing problems with the game

Originally posted by Ham08:
Quote:
After spending days trying to figure out the graphic glitch issues I was having (Invisible characters/textures not loading/only see the blue ring at their feet/flickering/flashing, etc.), to fix the graphic glitch problem I had to use an older Nvidia driver (275.33) instead of the newest at this time (296.10). I mention that fact in case someone else is having the same issue. Sometimes using older drivers fixes problems that were introduced with the newest ones.
Originally posted by Orcshein:
Quote:
For the ones in the same situation as I, I had to revert to the NVIDIA driver ver. 197.45 for my game to work with my 8800 GTS.
Originally posted by sirchet:
Quote:
If you go to nVidia's site and manually download the latest update, (let their site check your card and chipset to make sure you get the right one) you will be able to run the newer games, (ME3 and such) and be able to run TOEE and NWN2 and other older favorites.

I found that if I just choose "update driver" from the device manager it will miss the latest update, but a manual download gets it.

Now, I have an nVidia 480GTX but I was facing the same troubles and had rolled back my driver until the new one, (out now) was released.
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:
Quote:
If my latest save file gets corrupted, and I try to load a previously fine save, the game tells me that the prior saves are now corrupt. However, if I quit and restart the game and load one of the older files first, it takes.
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).



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:
Quote:
Make sure that when crafting scrolls, that you have no scrolls of that type in your inventory. The reason is, that the created scrolls will automatically stack with the scrolls in your inventory, then the entire stack will cast at the casting level of the lowest level scroll you have in that stack.

So say, you have a level 10 wizard who has found a fireball scroll. That scroll will be be cast at 5th level (the lowest for the fireball spell). Lets then say you choose to scribe 20 fireball scrolls. They normally would cast at level 10 (your current casting level). But because you had that fireball scroll in your inventory they'll stack on top of it, and all the scrolls in that stack will cast at 5th level.
Originally posted by Gaear:
Quote:
Having an NPC in the left-most position in the party order along the bottom of the screen causes quests not to appear or get updated in the logbook.

Players don't follow the general guidelines and do things like save during combat (which is one of the few things that can make your game go bad).


The black-robed undead wizard spawns when either the blue-robed undead wizard or the red-robed undead wizard has been killed. If you command the blue-robed undead wizard and/or the red-robed undead wizard and don't kill them, the black-robed undead wizard will never spawn.

If the Master of the Arena doesn't reappear automatically, first try walking around the map where he normally stands. If that doesn't work, save and reload and he should pop back up.

The only basic things I can recommend for as trouble-free play as possible are:

- don't use the console.
- make sure that when you activate a module, it is completely activated before you do anything else (TFE-X will tell you).
- don't goof around with anything else while a module is being activated (don't browse the internet, play games, run other apps, etc.).
- don't save during battles (and then reload from those saves, more importantly). If something goes wrong in the save routine (much more likely during combat for whatever reason), then all it takes to screw you over permanently is one save and one reload that you then go on to re-use with subsequent saves, etc.
- don't self-mod unless you know what you're doing.

The combat stance is actually the default stance for an inactive mob, so that's normal. You don't normally notice it except in towns, where fog of war has been disabled. (You wouldn't be able to see inactive mobs otherwise.)

The AI can only handle 32 combatants (including your party) at a time. In battles where there are more, the excess enemies wait around until a spot opens up in the queue from a death.

When some spells are cast, they create a 'spell object' to execute scripts associated with the spell. They're normally invisible and just lie on the ground, then get turned off. (The crash problem is probably arising from the object being turned off but your inventory thinking it's still there.) Don't pick anything like that up off the ground if you can avoid it.
Shiningted's fix for removing permanent "spell objects" from PCs' inventories:

Originally posted by Shiningted:
Quote:
Extract to data folder (it has a dlg and py folder & file) or install them manually. Then go and talk to the cowherd (the guy who sells cheese) and follow the conversation: this should get rid of the spell object. This [fix] only works on PCs. If the [Hezrou] Stench persists after that, see Jaroo [to have the spell permanency removed].

http://www.co8.org/forum/attachment.php?attachmentid=5074&d=1288530654
Originally posted by edmortimer:
Quote:
The cowherd fix did the trick for me, but only after I moved the spell object to the first (top left) slot in the inventory. I had one character afflicted after battling the Hezrou Guardian. Jaroo couldn't fix it (but I didn't try with the spell object in the first slot), so i tried the cowherd fix.
Originally posted by Oakheart:
Quote:
To optimize game integrity following the (basically inevitable) use of console, do everything you can that you want to accomplish with your console at the start of a completely fresh game start (one that is started with newly created characters, and with -no- saved games). Then once you've changed your party speed, or started your rogue with masterwork tools or your bard with an elvish shield, then make -one- saved game BEFORE you leave the starting shop, and even before you buy anything, quit the game completely, then start it up with an fresh empty cache (you'll want the 'clear game cache' option on the front-end enabled). Then do your best to not use the console again. If you -do- use the console once into your game, make your changes, then completely quit out of the game, then reload the game. It takes a little extra time when you do this, but I have found with the endless repeated playing of this game that regular restarts (with console use or not) dramatically decrease CTD's or other bugs. The game just seems to like a clean cache. Starting each new game with no prior saved games also seems to help dramatically. Every now and then in the game you may come across a minor graphics anomaly or some other strange little bug that does not seem to effect your game play at all, and go away when you go through the little blue door or staircase, but these are the perfect times to restart your game then proceed, as these little bugs may start to 'add up' until you have bigger problems.
Originally posted by biobaba:
Quote:
After I killed the Balor Guardian, I was unable to pick up the gem or exit the area. But after I rested in the area, the problems were resolved.
Originally posted by chano:
Quote:
I have had the same problem, but I solved it by inciting combat [by pressing the C key] and then just end it [by pressing the C key again] and I could pick up the gem.
How to remove a PC from your party if you have more than 5 PCs in your party:

Originally posted by Sitra Achara:
Quote:
You can open up the console, and type

game.party[X].destroy()

Where X is the PC's index, starting from 0 for the leftmost PC.

[Regarding the random encounters where you receive rewards for rescuing Sargen, Prince Thrommel, & Countess Tillahi:]

Re. reward encounters, it's generally 2-3 weeks. Sargen's encounter takes place after 3 weeks, and the others 10 days or 14 days. You must visit the place where they ran off, for the timed event to trigger. If you've rested for over a month and still haven't gotten them:
1. Try going back to the place where they were set free / first encountered.
2. It's possible the timed event failed (that happens sometimes). In that case the only way is to trigger it manually.

The Combat Queue has a limit of 32 participants. Meaning, if there are more than 32 people engaged in combat, your party included, the ones who are 'outside' the queue will just stand there until the queue has space.
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:
Quote:
Another bug with War of the Golden Skull...

I do not know if this was covered before.

Situation: A Bearded Devil enters the Elementalist's invisibility sphere. I move a PC which comes close to the BD and gives the BD an attack of opportunity. The attack of opportunity never ends. The BD just keeps on hitting until the PC is dead. Whether it is 3 hits or a hundred, it just keeps looping until the PC is dead, then everything seems to come back to normal. I am not 100% positive if the situation I described triggers the bug, but it has happened a total of 4 times now. The last 3 were as I described but I cannot remember exactly what happened the first time as it was something new.
Originally posted by Daryk
Quote:
I had something similar happen back when the Hextorites ambushed you outside the ogre cave (sometime before 7.4, I think). One of the fighters in the Elementalist's invisibility sphere seemed to receive infinite AOOs until his target was dead.
Originally posted by Goshi3156
Quote:
I distinctly remember mentioning the infinite AoOs with Invisibility Sphere once. Just avoid doing actions that would provoke an AoO while you're in an Invisibility Sphere.
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:
Quote:
The game doesn't register the monsters as being slain by you, and thus awards no XP. IIRC if you land a hit on them before they die, you will get XP (no matter how small the hit).
Originally posted by Corwyn:
Quote:
The feat Weapon Focus Ray is bugged and causes DEXTERITY to steadily increase every time you use a Ray spell (like Scorching Ray).

Originally posted by hellblazer:
Quote:
What I noticed is that if you click full attack your first attack will be at -15 UNLESS you trip then it is at raw (and the subsequent follow up attack if you succeed).

If you click on an opponent to spend all your attacks on a single opponent without tripping it works as raw.

In other words, if you are playing a Two-Weapon-Fighting monk and want to avoid the dreaded -15 penalty you should either:

1. If using full attack, trip with your first attack otherwise it will be at -15.
Or
2. Use the default click on attack option to attack one target and spend all your attacks against a single target.

The same is true using a monk /druid in wild shape with flurry and/or two-weapon-fighting.

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:
Quote:
I've set the function to read user preference from a file -

speedup.ini, located in \modules\ToEE.

The file should contain a single number between 1 and 6 -
1 being the old speedup() value,
6 being even faster than what I posted before ("don't blink or you'll miss it").
2-5 are inbetween.
1.6 Game saves

Originally posted by Gaear:
Quote:
You can't use saves between different modpack versions (e.g. 7.3.x vs. 7.4.x). You can however use them between modpack versions and their patches (e.g. 7.4.0 and 7.4.1).



There should be six files in each save. Here's an example of a save in my game called "Worldmap."

slot0014.co8
slot0014.tfaf
slot0014.tfai
slot0014l.jpg (this is an image file)
slot0014s.jpg (this is an image file)
slot0014worldmap.gsi

Note that the internal 'name' ("slot0014" above) has to be the same for each.
Originally posted by Dreddnawt:
Quote:
I can tell you what I experienced when moving the game from my PC to Laptop and back. I found not all saved game info is in the "Saves" folder. Specifically, the Extraplanar Chest contents wouldnt transfer for me. And some of my Saves would load to a Black Screen with plenty of sound but nothing else.

I tried copying a few more files but found that to insure my saves and all content transferred correctly I ended up copying nearly the whole game directory. This takes way too long to download and transfer from XP to USB to Vista so I found another solution:

Get yourself a nice 4GB USB jump drive. I had a handy little key chain one I used for work. These can be found for $10 at Wally stores. Copy the ENTIRE Temple of Elemental Evil folder over to your USB drive AFTER you have installed, patched, and modded it then activated the Front End and begun the game. You may have to do it piece by piece (being copy all the files but not Folders under the main directory then copy over each folder separately). The main thing is to be sure you got it all. Right click the main folders and select "Properties" then compare the "Size on Disk" for both.

Now when you want to play, insert your USB drive and navigate to the Temple folder and click on toee.exe and you are set.

You can even set shortcuts for the USB drive files on your desktops. I recommend removing the original shortcuts and any Start menu items to avoid confusion. And be sure to regularly backup your USB to prevent total loss just in case you lose or damage the usb stick.

The point is that the game doesnt need to be locally installed to work on any XP or newer computer. All you need is the files contained in the "Temple of Elemental Evil" directory and you can play using any rewritable memory stick.

The game will play without issues right from your flash drive and when you move from one comp to the next its as simple as popping your memory stick out of one and into the other. No copy/paste and no game losing errors. Your saves and all game data move with you.
Attached Images
File Type: jpg Ariakas.JPG (1.5 KB, 1947 views)
File Type: jpg Ashrem.JPG (1.6 KB, 1956 views)
File Type: jpg Bertram.JPG (1.6 KB, 1946 views)
File Type: jpg Burne.JPG (1.4 KB, 1952 views)
File Type: jpg Cavanaugh.JPG (1.5 KB, 1949 views)

Last edited by gazra_1971; 1 Week Ago at 12:14 PM.
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Old January 12th, 2011   #3
gazra_1971
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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:

Detect Magic
Detect Secret Doors
Warp Wood
Death Ward (doesn't protect against Weird and Phantasmal Killer)
Heroes' Feast (the spell only removes bad effects instantaneously - the spell does not provide any protection over time)


Feats:

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

Originally posted by Ausdoerrt:
Quote:
Manyshot only triggers on a single attack, meaning that if you have more than 1 attack per round, manyshot won't trigger. Also, for some reason, the penalty applied is -2 instead of the listed -4.
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 (or used to be?) a quest item.

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

(note: this is an incomplete list)
  • 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).

  • 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.

  • 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 version 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.
Originally posted by G3N13:
Quote:
Flurry [of Blows] with an off-hand [monk] weapon: Full attack doesn't work.
Originally posted by hellblazer:
Quote:
It is not just a dwarf thing, it is a ToEE thing. I can confirm there is no tumbling in medium or heavy armor.

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 Enchantment prerequisites for crafting arms and armour

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.

These are the requirements to be able to enchant weapons with the following special abilities:

Holy: creator must have a caster level of at least 7 and good alignment and Good domain, +1 weapon or better.

Axiomatic: creator must have a caster level of at least 7 and lawful alignment and Law domain, +2 weapon or better.

Unholy: creator must have a caster level of at least 7 and have evil alignment and Evil domain, +2 weapon or better.

Anarchic: creator must have a caster level of at least 7 and have chaotic alignment and Chaos domain, +2 weapon or better.

Flaming Burst: creator must have a caster level of at least 12 and know the Flame Blade or Flame Strike or Fireball spell, +2 weapon or better.

Icy Burst: creator must have a caster level of at least 10 and know the Chill Metal or Ice Storm spell, +2 weapon or better.

Shocking Burst: creator must have a caster level of at least 10 and know the Call Lightning or Lightning Bolt spell, +2 weapon or better.

Defending: creator must have a caster level of at least 8 and know the Shield or Shield of Faith spell, +1 weapon or better.

Keen: creator must have a caster level of at least 10 and know the Keen Edge spell, +1 weapon or better.

Mighty Cleaving: creator must have a caster level of at least 8 and know the Divine Power spell (Cleric 4, War 4), +1 weapon or better. Wielder of the weapon must have the Cleave feat.


Armour:

Spell Resistance (13): creator must have a caster level of at least 15 and know the Spell Resistance spell, +2 armour or better.

Silent Moves: creator must have a caster level of at least 5 and know the Silence spell.


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, 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:
Quote:
If you select Weapon Focus for any of the following weapons, your character (I tested this using Human Fighters) will NOT start a new game with the weapon in his/her inventory:
Gauntlet, Punching Dagger, Sickle, Scimitar (kinda sucks for Druids), Light Pick, Longsword, Butterfly Sword, Monk Spade, War Fan, Kama, Siangham, Tonfa

Other odd notes on starting weapons:
1.) Any character that selects "Weapon Finesse" as a starting feat, will start with a dagger.
2.) Any character that selects "Weapon Focus: Orc Double Axe", will start with a Battle Axe.
3.) Any Fighter can select "Weapon Focus: Bastard Sword" and "Weapon Focus: Dwarven War Axe" without first selecting "Exotic Weapon Proficiency" with those weapons and start with the "focused" weapon.
4.) Unlike Gnome Fighters that can select "Weapon Focus: Gnome Hooked Hammer" without taking the EWP first, Halfling Fighters have to select "E.W.P. Siangham" before selecting "W. F. Siangham" (and they still won't start with the Siangham in their kit).
Attached Images
File Type: jpg Party of 8 Formation.jpg (108.3 KB, 1162 views)

Last edited by gazra_1971; February 23rd, 2014 at 09:20 AM.
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Old January 14th, 2011   #4
gazra_1971
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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:
Quote:
In ToEE, night is 6:00 p.m. to 6:00 a.m.
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:
Quote:
NPCs in your party can use weapons for which they don't have proficiency without the -4 penalty.

When copying scrolls, TOEE only remembers the most recent failed attempt. If you fail to copy a scroll, you cannot try again until you gain another rank in Spellcraft. However, if you fail on another scroll, you can try again on any scrolls on which you failed before the most recent failure. Thus, you will never have more than one spell for which TOEE remembers you failed a copy scroll check.
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



Originally posted by Gaear:
Quote:
The important thing to note is that the only position in the party queue that matters is the first one, as that will always be your party leader and oftentimes spokesperson. So whomever you want to be in charge and do the talking should always be in the first spot, but none of the others matter. So ... you could put your softies in the #2, 3 spots, etc., but still put them in the rear as far as marching goes via party formations, and then, theoretically, they would be in the middle when they arrive on new maps.

In the image above, Mialee the wizard in brown robes is the team leader in spot 1, Aramil the sorcerer in purple robes is in spot 2, Vadania the druid in white robes is in spot 3, Devis the bard in light blue robes is in spot 4, Jozan the cleric in black robes is in spot 5, Kerwyn the rogue in dark blue robes is in spot 6, Krusk the barbarian in red robes is in spot 7, and Regdar the fighter in green robes is in spot 8.

The order goes: inner top, inner bottom, inner right, inner left, outer top, outer bottom, outer right, outer left.

So you should basically put your party leader in spot 1, your squishy party members in spots 3 - 4, and your tanks in spots 5 - 8. Note that this assumes you have a party of eight and that you're landing on a map where there are no obstructions - no doubt that will not always be the case.
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:
Quote:
Terjon can Raise Dead [after you return his pendant to him] and Jaroo can cast Reincarnation (which, in ToEE, is identical to Raise Dead, except for the price).

Note that the XP table is capped at 10, due to a hard coded limitation. Meaning that characters above level 10 will gain XP as though they were level 10.

Wonnilon's hideout is safe to rest in, even though the tent icon is yellow. The safe-resting hideout zone is defined by the seam in the corridor leading to the actual hideout. See attached image (where the mouse cursor is).

Only good aligned PCs are rewarded Scather.

For an appraise skill of 0, the sell modifier is 40% (meaning you sell at 40% price, assuming it's the right type of shopkeeper). For every skill point above or below, add or subtract 3%, up to a maximum of 97% (requires appraise skill of 19), and a minimum of 0% (for an appraise skill of less than -13 - at which point NPCs won't buy anything from you).

Royal Armor is masterwork full-plate, with the added benefit of a +6 bonus to Diplomacy, Gather Information, Sense Motive and Intimidate. Fairly ridiculous, considering it costs the same as ordinary MW full-plate. The bonuses have also been given to Thrommel's armor.
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:
Quote:
With the Use Magic Device skill you can use any wand and any scroll, with any level spell (both arcane and divine schools).

How it works:

When using a wand - you roll DC 20 to determine if you can use wand, if succeeded, wand is used (doesn't matter what level spell and what your wisdom/intelligence).

When using scroll of spell level 0, 1, and 2 - roll DC 20 (exactly the same as wands, doesn't matter what your wisdom/inteligence is).

When using scroll of spell level 3 and higher - roll DC 20 first (determines whether you activated scroll or not), after that roll again; DC 30 to emulate ability score (wisdom/intelligence). You roll that DC 30 only when your ability is not enough (for example to cast Fireball you need at least 13 Intelligence).

Example: Rogue with 14 Int and 8 Wis, can cast Web, Fireball, Dimension Door, Improved Invisibility from scroll after rolling DC 20. But to cast Teleport or Cone of Cold he rolls DC 20 and then DC 30.

Same rogue (14 Int 8 Wis) can cast Cure Light Wounds, Bless, Cure Moderate Wounds from scroll after rolling DC 20. But to cast Cure Serious Wounds or Prayer he rolls DC 20 then DC 30.
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:
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
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:
Quote:
You have to be standing next to a door portal, right-click on it, select "Flee" Enemy will get free AoOs. If you're still standing, you should be transported out of the area. Not sure if/how it works in open areas connected to world-map. But basically, don't count on fleeing too much.
Originally posted by Gaear:
Quote:
Proximity [of enemies at the start of a random encounter] is determined by your survival skill.
Originally posted by rudyhenkel:
Quote:
In addition to the core ones listed in the manual (i.e. kama, quarterstaff, sai, shuriken, siangham and tonfa), the following are usable with Flurry of Blows:

* Dao (Uses Butterfly Sword Proficiency) [light weapon; 1d8 slashing; 19-20]
* Butterfly Sword [light weapon; 1d6 slashing; 19-20]
* Rake (Uses Quarterstaff Proficiency) [2-handed; 1d8 bludgeoning AND piercing; 20x3]
* War Fan [light weapon; 1d6 slashing; 20x3]
* Tonfa [light weapon; 1d6 bludgeoning; 20x2]
* Broom (Uses Quarterstaff Proficiency) [exactly like quarterstaff]

The following are confirmed not usable with flurry of blows:
Naginata
Shovel
Monk Spade (I know, right? I guess that 18-20 crit range would be too brutal with flurry)
Katar
Tanto
Tian
Military Fork
Tetsubo

The clear winners here for use with flurry are either the Rake, or the Dao.

The Rake is a quarterstaff that deals 1d8 damage, has a crit multiplier of 3, and deals two types of weapon damage, making it handy at bypassing most damage-type DR. As a two-handed weapon, you double the power attack bonus, even though you only get 1x strength bonus while flurrying. No exotic proficiency is needed, which is a big plus.

The Dao is a *light* weapon that deals 1d8 slashing, and has 19-20/x2. A dex monk dual-wielding these with finesse could be brutal. Unfortunately, you'd need to grab Exotic Weapon Proficiency (Butterfly Sword).

There is no reason to use the Butterfly Sword (the Dao is strictly superior), or the Broom (the rake is strictly superior), except for flavor. The War Fan may be preferred to the Dao if you like a x3 multiplier, instead of the 19-20 range, though the base damage decreases slightly. The Tonfa stinks, in my opinion, but is your only option if you want to flurry with a one-handed bludgeoning weapon. Thing is, you have your fists for that :p
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:
Quote:
If you reroll your stats 100.000 times during character creation, you'll automatically get all 18s. If you reroll again after that, you'll get all 3s.
Actions that will make a paladin fall:

Originally posted by Gaear:
Quote:
As near as I can tell, you fall when you drink in the contest at the Inn in Hommlet, have sex with Mary at the brothel in Nulb (though that may have been added by Ted), hit on Lodriss too hard at the Boatmens' Tavern in Nulb or go out to the docks with her, agree to kill Lodriss for Skole, or try to rob the random encounter adventuring party.

In Verbobonc now, on the other hand, you fall for killing any good-aligned NPC that didn't have it coming.
If your paladin becomes fallen:

Originally posted by cezmail:
Quote:
You can have the fallen trait removed if you talk to Terjon or Canon Ramses and pay some gold to make your penance.
Originally posted by Sitra Achara:
Quote:
Raise Dead vs. Incarnate:

Q: Is there any disadvantage to raising my dead with the Druid Reincarnate spell instead of Raise Dead?

A: Nope, they are identical in ToEE.

Q:Isn't that an exploit then? Reincarnate is a level 4 spell, and furthermore Jaroo charges less for it than Terjon does for Raise Dead.

A: Pretty much.
Originally posted by BenWH:
Quote:
There is something of an art to using full attack. I always assign a hotkey to it and to 5 foot step, as you often use them in combination. Using Full Attack, it is perfectly possible to carry out a range of options once you have started the cycle, and this is easiest achieved with hotkeys - you can attack, move 5 feet, smite evil, change weapons (with quick draw), shoot, throw, feint or trip in any combination, each with cleave possibilities. It's worth noting that a hotkey for trip is not reliable, so you always need to select that one from the radial menu whilst in a full attack cycle. Throwing weapons as part of a full attack is also a good tactic, particularly short range ones like cleavers, and combined with 5 foot steps you can position yourself for cleaving, attacks of opportunity or setting yourself up for whirlwind attack next round. Also useful is to have reach and close weapons and switch as needed, or different weapons for different foes (or indeed to change ammo). For maximum benefit you need quick draw.

For an example; a paladin with 3 attacks, quick draw and improved trip against a ghast.

Assign a hotkey to full attack; press control+the hotkey whilst hovering over the radial menu: ctrl-X for example assigns x.

1. Press x, icon changes to 3/3.
2. Hover over ghast and select smite evil. After attack becomes a 2/3.
3. Select improved trip from the radial menu for attacks 2 and 3.
4a. If I trip the ghast I stay next to him as I deal more damage up close and I want to hit him when he gets up.
4b. If I trip myself up, I am still able to execute my third attack from the floor(!) but can't move.
4c. If I don't trip him, I switch to glaive and 5 foot step away, reducing his number of attacks but maximising my AoOs.

Full Attack is temperamental, so you often have to click twice to execute an attack, and if you click on a dead body by mistake, you will likely lose all of your attacks. It is also possible in a Full Attack cycle to attack your own characters, so watch out where you put your mouse!

Full Attack also allows what I would consider a complete exploit when used at range, but for those who are interested anyway... if you start a combat, but can no longer see your enemies, then with Full Attack, you can still launch arrows at them. Start a Full Attack cycle (click X in my example above), then click on an enemy portrait, and you will fire at him. Mouse away from the portrait until the icon changes back to 2/3 for example, then click on a portrait to execute your next attack, etc. This can be used to great effect to pick off enemies one by one, and in areas where they won't charge you, you can can kill enemies off without any risk at all. Personally I don't use this one, but there you go!
Originally posted by Allyx:
Quote:
You activate the venom function [of a Dagger of Venom] outside of combat and it stays active until it's discharged or the end of your next combat.
Attached Images
File Type: jpg Darley (human form).JPG (1.3 KB, 1957 views)
File Type: jpg Darley (demon form).JPG (1.3 KB, 1960 views)
File Type: jpg Ed.JPG (1.5 KB, 1942 views)
File Type: jpg Ed (2).JPG (1.5 KB, 1949 views)
File Type: jpg Elmo.JPG (1.5 KB, 1957 views)

Last edited by gazra_1971; February 13th, 2014 at 08:29 PM.
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Old January 16th, 2011   #5
gazra_1971
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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:
Quote:
As far as Hommlet vendors go, I pulled the following list from the InvenSourceBuy.mes file:

1 Buy nothing
2 Buy anything (but at reduced price)
3 Buy magic
4 Buy cloth armors
5 Buy leather armors
6 Buy gems and jewelry
7 Buy metal armor and weapons
8 Buy wooden shields and weapons

When you pair it up with the InvenSource.mes file, you get the following:

Burne's assistant = 3
Calmert = 3
Tailor's store (Jinnerth) = 4
Leatherworker's store (Jakk Borton & Bing) = 5
Moneychanger's store (Nira Melub) = 6
Blacksmith's store (Brother Smyth)= 7
Trader's Store (Rannos Davl & Gremag) = 2
Cabinet maker's store (Armario) = 8
Lareth = 2


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)
Attached Images
File Type: jpg Fruella.JPG (1.3 KB, 1945 views)
File Type: jpg Furnok.JPG (1.3 KB, 1950 views)
File Type: jpg Holly.JPG (1.7 KB, 1950 views)
File Type: jpg Hruda (Murfles).JPG (1.6 KB, 1944 views)
File Type: jpg Jaer.JPG (1.5 KB, 1948 views)

Last edited by gazra_1971; October 26th, 2013 at 09:39 AM.
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Old January 16th, 2011   #6
gazra_1971
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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)


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.


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)


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.


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


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.


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!


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)


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)


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.


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 you if you agree 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.


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


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


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


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 Images
File Type: jpg Kella.JPG (1.5 KB, 1948 views)
File Type: jpg Kobort.JPG (1.5 KB, 1937 views)
File Type: jpg Lareth.JPG (1.5 KB, 1938 views)
File Type: jpg Meleny.JPG (1.7 KB, 1949 views)
File Type: jpg Morgan.JPG (1.5 KB, 1948 views)

Last edited by gazra_1971; February 13th, 2014 at 08:37 PM.
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Old January 21st, 2011   #7
gazra_1971
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Posts: 664
Re: game guide & walkthrough for the Circle of Eight modpack NC


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


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


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


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.


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:
Quote:
Morgan will permanently leave your party if you enter Nulb

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


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!


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


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.


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


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.


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


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:
Quote:
Raimol will automatically rebel if you attack or betray his "REAL" employers, Rannos & Gremag

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 Images
File Type: jpg Mother Screng (Y'Dey).JPG (1.5 KB, 1948 views)
File Type: jpg Oohlgrist.JPG (1.4 KB, 1940 views)
File Type: jpg Otis.JPG (1.5 KB, 1940 views)
File Type: jpg Paida.JPG (1.5 KB, 1942 views)
File Type: jpg Pintark.JPG (1.6 KB, 1942 views)

Last edited by gazra_1971; February 13th, 2014 at 08:24 PM.
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Old January 24th, 2011   #8
gazra_1971
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Re: game guide & walkthrough for the Circle of Eight modpack NC


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.


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


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)


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!


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.


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


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)


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)


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


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


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).


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


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


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:
Quote:
If you meet Zaxis but leave the map without ever talking with him, he will be gone for good. Same goes with the band of adventurers.

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
Attached Images
File Type: jpg Pishella.JPG (1.5 KB, 1930 views)
File Type: jpg Prince Thrommel.JPG (1.8 KB, 1940 views)
File Type: jpg Raimol.JPG (1.6 KB, 1933 views)
File Type: jpg Riana.JPG (1.6 KB, 1940 views)
File Type: jpg Ronald.JPG (1.7 KB, 1935 views)

Last edited by gazra_1971; October 26th, 2013 at 06:12 PM.
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Old February 11th, 2011   #9
gazra_1971
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Location: Adelaide, Australia
Posts: 664
Re: game guide & walkthrough for the Circle of Eight modpack NC

1.23 Cheat codes

Originally posted by Gaear:
Quote:
It should be pointed out that due to our inability to effectively troubleshoot games that have been self-modded via console use, using the console to input items voids your Co8 warranty. This means that pleas for help with CTDs, hangs, and other bugs will fall on deaf ears.

The reason for this is very simple: Inputting a 'bad' proto (one that is nonexistant or is not meant to be used in-game) can result in save game corruption long after the fact. e.g., if you input item code 0000 via the console, but there is no item #0000, the game will not object at the time. However, if you save your game afterwards, the game will forever look for the nonexistant item whenever you revisit the map where you inputted it via the console. When it can't find it, the game will CTD. This could be weeks after the fact, and you may have lost all memory of even trying to input an item at that location, so you may run to the bug report thread and inform us of a modpack bug that is not really even a bug but an error on your part.

Being as there's no way for us or the game to track your console activities, our only option is to disregard your bug reports if you use the console. For this reason, Co8 strongly recommends that you do not use the console, particularly for adding items via the give or create commands. Casual gamers who are just trying to play the game should simply refrain from console use altogether, and modders and hardcore gamers determined to use it anyway should first educate themselves on the vagaries of the ToEE engine (a fairly daunting proposition) before becoming 'consolers.'
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:
Quote:
You can check a flag or variable with the following code:

game.global_flags[x]

game.global_vars[x]


where x is the number of the flag or variable you want to check.

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)



How to change a cleric's domains:

Originally posted by Sitra Achara:
Quote:
You can change it, but it will only take effect after you level up.

The relevant command is:

game.party[x].obj_set_int(obj_f_critter_domain_1, #)
game.party[x].obj_set_int(obj_f_critter_domain_2, #)


[where x = character number from left of screen (remember they start at 0)]
[where # is a number between 0 and 23 (see list below)]

Also, it will not erase the spells gained from the previous domain.
Furthermore, you won't be able to memorize spells from opposite alignments, even though they'll appear on the memorizable list (they'll just be greyed out).
Originally posted by krokyk:
Quote:
Found [the following list] in spell_enum.mes. Do not use the whole numbers, though, just the last 1 or 2 digits:

{10500}{domain_none}
{10501}{domain_air}
{10502}{domain_animal}
{10503}{domain_chaos}
{10504}{domain_death}
{10505}{domain_destruction}
{10506}{domain_earth}
{10507}{domain_evil}
{10508}{domain_fire}
{10509}{domain_good}
{10510}{domain_healing}
{10511}{domain_knowledge}
{10512}{domain_law}
{10513}{domain_luck}
{10514}{domain_magic}
{10515}{domain_plant}
{10516}{domain_protection}
{10517}{domain_strength}
{10518}{domain_sun}
{10519}{domain_travel}
{10520}{domain_trickery}
{10521}{domain_war}
{10522}{domain_water}
{10523}{domain_special}

So to change the first domain to let's say Destruction in console you'll type

game.party[x].obj_set_int(obj_f_critter_domain_1, 5)

To change the second to Strength:

game.party[x].obj_set_int(obj_f_critter_domain_2, 17)

As it was mentioned, you'll retain all spells from the previous domains (you will receive new just for your current domains).
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 Images
File Type: jpg Rufus.JPG (1.6 KB, 1944 views)
File Type: jpg Sargen.JPG (1.8 KB, 1933 views)
File Type: jpg Scorpp.JPG (1.4 KB, 1935 views)
File Type: jpg Serena.JPG (1.3 KB, 1937 views)
File Type: jpg Spugnoir.JPG (1.6 KB, 1943 views)

Last edited by gazra_1971; January 4th, 2014 at 12:35 AM.
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Old February 11th, 2011   #10
gazra_1971
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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

{1} Butcher of Hommlet
{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}


backgrounds

{1} {Satisfying your yearning to kill, you have slaughtered the innocents of Hommlet.}
{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.}


logs (effects)

{1} {Barring spectacular good deeds to save yourself, Burne's Badgers of Hommlet will attack you on sight.}
{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.}
Attached Images
File Type: jpg Taki.JPG (1.5 KB, 1932 views)
File Type: jpg Ted.JPG (1.5 KB, 1932 views)
File Type: jpg Tuelk.JPG (1.6 KB, 1926 views)
File Type: jpg Turuko.JPG (1.3 KB, 1924 views)
File Type: jpg Wakefield.JPG (1.5 KB, 1942 views)

Last edited by gazra_1971; October 26th, 2013 at 09:45 AM.
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Old February 11th, 2011   #11
gazra_1971
Knights of Legend
 
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Join Date: Aug 2010
Location: Adelaide, Australia
Posts: 664
Re: game guide & walkthrough for the Circle of Eight modpack NC

1.27 List of items for use with the cheat codes

{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}
Attached Images
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File Type: jpg Wonnilon.JPG (1.5 KB, 1937 views)
File Type: jpg Zaxis.JPG (1.8 KB, 1925 views)
File Type: jpg Zert.JPG (1.4 KB, 1929 views)

Last edited by gazra_1971; October 26th, 2013 at 09:47 AM.
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Old February 11th, 2011   #12
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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 NC (especially when creating new maps or re-using existing maps):

Originally posted by Gaear:
Quote:
ToEE's 2D isometric structure. As far as this goes, here is the deal (and don't take this the wrong way but it's pretty much set in stone):

The only 2D custom art that has been deemed acceptable over the long haul is reworked original art, which I do a lot of (think almost all our NC maps, to various degrees), and exceptionally well done original art. This has really only been art with post production done by vampricpuppy, who is a professional artist/Photoshop guy (think Moathouse Respawn's Gnarley Forest map and the KotB stuff he's done). The reason for this high standard is that poorly done or even middlingly well done art brings the whole operation down to its level. Thus, a mod that is otherwise outstanding (I'm not saying ours is, necessarily, just illustrating) will only be 'decent' if the art is only decent. So we are really protecting everyone else's investment over the years and the community's reputation by maintaining high artistic standards. Some people view this as elitist or whatever, but I only view it as necessary. No offense intended to anybody, but garbage in equals garbage out. There's also the concern over aesthetic themes, which shouldn't be muddied. (e.g. we wouldn't add death metal tunes to the vanilla soundtrack.)

BUT, all is not lost. I've become something of an old hand at manipulating existing art, so I would be happy to work up [map] environments for you if you'd like me to help. We'll have to get creative with it, because we don't want to reuse the same stuff over and over (the ogre cave comes to mind - already used three times, and the Moathouse exit exterior - already used three times). But we'll figure something out.

The LG [Lawful Good] vignette map [is already used as] the gnoll ambush RE [Random Encounter] map. Also, it doesn't function well as an RE map due to some vagaries with core stuff - RE maps are supposed to auto-find where you were on the worldmap and put you back there when you leave the RE map, but that one doesn't (it puts you at the ToEE), because it's only a quasi-RE map. It was added to the RE map list by Spellslinger in a .dll hack, but it's not a true RE map.


The problem of NPCs returning to their home map is a longstanding one in ToEE. You can actually find the fugitives' bodies back on their home maps if you kill them. Fixing that whole defect will require some doing beyond scripting, as it's a core function (apparently) for NPCs to return to their home maps. Basically you'd have to give them a home map in a dead area that no one ever goes to and use the day/night standpoint process to put them on the maps where you actually find them in-game. That way when they die or wake up or whatever and 'go home,' they'll be stuck in some dead zone where the player will never see them.


Note that heartbeat scripts are preferable (imo) to first heartbeat scripts on big maps to achieve the same results. I've found through much heartache that first heartbeats don't fire reliably on big maps, but being as regular heartbeats fire every second or so, they'll register properly eventually. First heartbeats are 'all or nothing.'
Originally posted by Sitra Achara:
Quote:
If you want enemy AI to summon things, you have to rig the spell script to create a proto entry that has the same faction as the summoner.

The data folder overrides the dat files.
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Last edited by gazra_1971; 2 Days Ago at 10:34 AM.
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Old February 11th, 2011   #13
gazra_1971
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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



2.1 Hommlet



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:
Quote:
Everybody has been scripted to refresh, according to these parameters:

Refresh every day: they are busy, get restocked and offload frequently

All Verbobonc merchants

Hommlet*:
Burne's assistant
Calmert
Rannos and Gremag
Nira Melubb

Refresh every week: they are not as busy, because they are smaller operations and/or they live in places where trade is dangerous

All Nulb merchants*

Hommlet*
Jakk Borton (leather)
Bing (leather)
Jinnerth (tailor)
Armario (cabinet maker)

Refresh every hour: they supply drinks. Yay!

Hommlet
Glora Gundigoot

Verbobonc
Jenna

* Brother Smyth in Hommlet and Otis in Nulb refresh whenever they want to, because they are unaltered, because they are the only two merchants who do so unfailingly vanilla.

As Ted has already pointed out, Mother will probably auto-refresh too, because she's on an outdoor map. She's unaltered like Smyth and Otis.

I didn't fiddle Lareth, mainly because I didn't feel inclined to reverse engineer Livonya's scripting (he's spawned in the tower somehow) and because that location might actually be one where there is zero traffic in terms of 'merchant caravans' and the like coming by to take your stuff off your hands and give you new stuff anyway.

If you hate being forced to wait a week for some merchants to refresh, remember that time means nothing in ToEE and you can just stand there and pass time for a week if you want to. You don't even have to leave the map. The delays are for those who appreciate the RP.
Originally posted by mmonagle:
Quote:
I pulled Burne's assistant's merchant inventory and percentage from the InvenSource.mes file. You can find it below. The percentage after each item shows the chance of an item being there on each day. At least I think that his merchant inventory refreshes each day (instead of each week). I do know that if you save your game just before you enter the tower in Hommlet and then enter and review Burne's assistant's inventory, you can reload, enter and find that his inventory is different. I have done this when I have wanted a spell or two from his inventory to complete my wizard's spell list. Note that once you have reviewed his inventory, it will not change until it has been refreshed the next day (24 hours).

Scroll of Magic Missile (90%)
Potion of Haste (90%)
Potion of Enlarge Person (90%)
Potion of Invisibility (90%)
Potion of Bull's Strength (90%)
Potion of Heroism (90%)
Scroll of Blink (90%)
Scroll of Blur (90%)
Scroll of Charm Monster (90%)
Scroll of Chill Touch (90%)
Scroll of Cloudkill (90%)
Scroll of Color Spray (90%)
Scroll of Cone of Cold (90%)
Scroll of Detect Magic (90%)
Scroll of Dimension Door (90%)
Scroll of Dispel Magic (90%)
Scroll of Fear (90%)
Scroll of Feeblemind (90%)
Scroll of Fireball (90%)
Scroll of Fire Shield (90%)
Scroll of Hold Monster (90%)
Scroll of Grease (90%)
Scroll of Ice Storm (90%)
Scroll of Identify (90%)
Scroll of Invisibility, Greater (90%)
Scroll of Invisibility (90%)
Scroll of Keen Edge (50%)
Scroll of Knock (50%)
Scroll of Lightning Bolt (50%)
Scroll of Mage Armor (50%)
Scroll of Melf's Acid Arrow (50%)
Scroll of Globe of Invulnerability, Lesser (50%)
Scroll of Mirror Image (50%)
Scroll of Protection From Arrows (50%)
Scroll of Ray of Enfeeblement (50%)
Scroll of Ray of Frost (50%)
Scroll of Read Magic (50%)
Scroll of Remove Curse (50%)
Scroll of Resist Energy (50%)
Scroll of See Invisibility (50%)
Scroll of Shield (50%)
Scroll of Shocking Grasp (50%)
Scroll of Sleep (50%)
Scroll of Slow (50%)
Scroll of Summon Monster I (50%)
Scroll of Summon Monster II (50%)
Scroll of Summon Monster III (50%)
Scroll of Teleport (50%)
Scroll of True Strike (50%)
Scroll of Web (50%)
Scroll of Rage (50%)

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.

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.


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



Originally posted by Gaear:
Quote:
The Butcher of Hommlet reputation should only occur if you actually kill 3 or more NPCs of the Hommlet faction.


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:
Quote:
Terjon is now Cleric 10 / Fighter 3 / Paladin 7, with appropriate feats, spells, skills, etc.


Amii and the lotus flower

The lotus flower is spawned in a random encounter on the world map. If you get a random encounter on a swamp map, look around. There are two variants of the swamp map, one with a (barely visible) road and one without the road. The one you seek is roadless.


The assassin

To get the assassin, you need to sell one of Lareth's items (Lareth's boots are the best choice) to Rannos Davl or Gremag in the trading post. You can't barter with the Traders if you've revealed their activity to Burne and Rufus - this will prevent the assassin encounter from taking place.


The Nulb ambush

To get the Nulb ambush, you have to attack Rannos Davl and Gremag and let them escape. If you already got the assassin encounter, you can confront them about it - this can lead to combat. You may also wish to consult Burne about this.

Buy the house in Nulb from Preston Wetz. They will be awaiting you there.
Be visiting there for the 3rd time or more after gaining the Target of Revenge reputation.

Have an Effective Average Party Level >= 6.

Succeed on a random roll (25% chance), so if you're impatient, just repeatedly enter and exit the house.
Originally posted by mmonagle:
Quote:
You must not reveal the traders to Burne to obtain this quest. If you do, it pretty much shuts down the traders' line of conversation. Instead do the following:

Complete the Agent Revealed and The Traders' Courier quests but do not complete the Traders Revealed quest - this is the one where you reveal to Burne or Rufus that the Traders are behind the delays to their castle. Then go and clear out the moathouse and sell Lareth's plate boots to the traders. After a day or more, a random encounter will be added where an assassin will attack you. After defeating the assassin, go and tell Burne about it. Then go and confront the traders. Initiate a combat with them but do not kill them (except their hired help). They will turn invisible after they have been damaged sufficiently and escape. After you have done all of this, you can finally go and complete The Traders Revealed quest by talking to Burne or Rufus. Later, when you get a house in Nulb, the traders will try to ambush you with a group inside your house.
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.

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.
Attached Images
File Type: jpg Nulb map.jpg (22.7 KB, 1120 views)

Last edited by gazra_1971; January 21st, 2014 at 09:33 PM.
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Old February 11th, 2011   #14
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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!


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.


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:
Quote:
Gnolls:

Q: What's the deal with letting the gnolls go?

A: If you let them go, they'll become a group of raiders and even slaughter a caravan.


Lareth joins his men in combat after two casualties.
Spider reinforcement only happens if casualties are greater than 4.
Initiating combat with Lareth without having talked to him first will trigger a series of float message in which he speaks his lines.
Injuring Lareth will halt the sequence, and elicit an appropriate response from him.
If you somehow attack Lareth in his room without having fought his men, they will actually join the fight.
Lareth will break up combat and offer his Necklace / Temple escort as usual. His dialogue hasn't been changed.
This pacifies his troops as well.
His Lieutenant, Seleucas, will also have some insights about the new situation
Reactive Moathouse behavior -
Triggered by eliminating 2 of the following:
Ground floor brigand group, Lubash, Bugbear group, Gnoll group.
A suitable amount of time later, a regroup will trigger.
(it takes 12 hours for the killings to register for most of them, except for the ground floor brigands, whose absence is felt only 48 hours later)
The guardsmen at the corridor will join up with the other ones at the big room.
A lone guardsman stands watch at the door, and he will act a little more aggressive than the Sergeant who is usually there.
On that note, if you intimidate the Sergeant in the non-regroup scenario, his men will also run off to the back.


Lareth:

Q: How do I trigger his new subplot?

A: Don't kill him in the Moathouse, first of all. Attack him and let him escape when he surrenders. Then go to the Temple Tower (the backdoor entrance, the one with the brigands and witches), handle it diplomatically (this requires high enough speech skills), and go back to Hommlet. You should be able to ask around about it now.

Q: Where is he held then?

A: Lareth will be held in Burne's Tower basement.

Q: Okay, I've found him. How do I release him?

A: Free him from his bonds using Dispel Magic. If you want to ensure his safety, you need to escort him out of the tower yourself.

Q: Is there a way to sneak him out without a fight?

A: Yes. Cast invisibility on him. If the guards can't see him, they won't attack. Or use teleport.


Big 3 Ambush:

Q: The ambush didn't trigger for me! What are the requirements?

A: The exact conditions are:
Party alignment - not Lawful Evil.
Lareth is dead.
Kobort, Turuko and Zert are not dead.
Kobort, Turuko and Zert are not in your party right now.

You have not been to another location on the worldmap after having killed Lareth.
In case you exit to the Moathouse courtyard: the bandits are not in the courtyard.


2.5 Nulb



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:
Quote:
to make the brawl against Tolub much easier, simply Enlarge your chosen character and have him move 5 ft every round to exploit your increased reach. You will limit Tolub to one attack but you will get your full attacks.

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


Mother Screng (Herbmonger)

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:
Quote:
[regarding the Skole's Goons ambush (after you've accepted the quest from Skole to assassinate Lodriss)] For it to trigger, you have to pass 3 days. Skole has to be alive too, IIRC. Then travel the worldmap, and you'll get the encounter.

You have to pass time (2 hours) before Dala attempts to steal from you again.


Mother Screng and Hruda:

Q: What's the story behind Mother Screng and Hruda?

A: They're secret agents working for Furyondi.

Q: How do I find out about this in the game?

A: Your party must be good aligned.
You need to recruit Otis for the second time;
He should disband from your party after you return to Nulb from a Temple excursion with him. For him to join a second time, you also need to have learned of the Temple's factions, by talking to a cleric for instance.
Your party's effective average level has to be level 5 or below.


Bertram:

Q: How do I find the straight version of Bertram?

A: Don't talk to the gay version (the one standing outside the Tavern). The straight Bertram is standing inside the Tavern next to Tolub. Talking to either the straight or gay Bertram makes the other one disappear.


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 Images
File Type: jpg Brother Smyth's treasure chest.JPG (98.5 KB, 1115 views)

Last edited by gazra_1971; October 30th, 2013 at 04:43 PM.
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Old February 11th, 2011   #15
gazra_1971
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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:
Quote:
Wonnilon's hideout:

Q: Is it really safe to rest there?

A: In Co8 5.0.5 or later - you may rest there safely. Prior to that fix, sleep encounters were the same there as anywhere else on that level.


[Reactive Earth Temple:]

The best critters are repositioned within the Earth Temple (there is a prioritized list from which it draws roughly 20 critters IIRC).

One difference from the other reactive Temples is that the Earth Temple also seals the entrances to the altar area so you can't surprise them or position yourself conveniently. If you want to go inside and talk to Romag, you have to pass a diplomacy check, and you will then be chaperoned around by a sentry. You can then attack, but at disfavorable positions (being surrounded by Temple troops), and the chaperoning process was made to take a few minutes so any short term buffs wear out. (at least that was the intention, I forgot to test this properly)

The conditions are a fair bit more complex than the other Temples'.

The first condition is killing another faction leader.

The second condition is defiling the Earth Altar, or killing the Troop Commander next door to Romag. The first has a 1 hour timer, and the latter will cause an immediate regroup (immediate meaning there is no timer at all, the first map change or camping in the Temple will trigger it).

Aside from those, killing enough monsters or troops on Level 1 will cause the regroup. This is divided into three subgroups: Human soldiers, non-human soldiers, and non-affiliated monsters (these are mostly the creatures who will attack you even if you wear the brown robes). Let's call them groups A, B and C respectively.
The formula for triggering the regroup is:

(number of dead from A / 13)^3 + (number of dead from B / 38)^3 + (...C / 75)^3 >= 1

This means that there are three separate thresholds for each group (13, 38, and 75 respectively) which when individually crossed will trigger a regroup.
However, it's also possible to trigger the regroup by killing some of group B and some of group C, according to the formula. e.g. if you kill about 80% of each of those thresholds the regroup will trigger.

Oh, and there is a surprise waiting for anyone who tries to smash the Earth Temple's barrier.

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 the book inside it to enter the Arena of Heroes.



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

Originally posted by General Ghoul:
Quote:
Open the Rolls History tab and click on the blue text of your Open Lock attempt to see how you did vs the lock's DC. That way you will know if it's even possible for your rogue to open the lock or if he/she just missed the roll and can try again. Casting Guidance (+1), using potion or spell of Cat's Grace (+4 in DEX, or +2 in skill), bard's Inspire Competence music (+2), even check your armor DEX rating, you may need to take off heavier armor so you get full use of your DEX bonus (especially if Cat's Graced), equip masterwork thieves' tools (+2), use lockslip grease (+1), & have a cleric cast Prayer (+1).
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:
Quote:
Have a druid [cast the spell] Warp Wood.
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 1 of the first 2 undead wizards causes the third undead wizard and the 2 skeletal hill giants to appear).


Originally posted by Gaear:
Quote:
The black-robed undead wizard spawns when either the blue-robed undead wizard or the red-robed undead wizard has been killed. If you command the blue-robed undead wizard and/or the red-robed undead wizard and don't kill them, the black-robed undead wizard will never spawn.

If the Master of the Arena doesn't reappear automatically, first try walking around the map where he normally stands. If that doesn't work, save and reload and he should pop back up.

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:
Quote:
Fire spells fizzle in the Water Temple Pool Chamber (as per the module, more or less). Fire spells that don't work in Water Temple:

Burning Hands
Delayed Blast Fireball
Fireball
Fire Shield
Flame Strike
Heat Metal
Prismatic Spray
Produce flame
Scorching ray

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:
Quote:
Very easy to avoid Noble Salamanders' fireballs: Lesser Globe of Invulnerability. Game over for salamanders, you win.
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:
Quote:
The worst-case scenario is when both Falrinth and Smigmal get away initially (Smigmal bluffs, Falrinth teleports), then you come back later and find Falrinth's bugbear guards outside, who go and get Falrinth and Smigmal, and then Smigmal's assassins appear.
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.

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.

Senshock will arrive as reinforcements in any major combat in the Greater Temple (i.e. Temple of Elemental Evil dungeon level 4).

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).

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.

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

Last edited by gazra_1971; 2 Days Ago at 11:19 AM.
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Old February 11th, 2011   #16
gazra_1971
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Re: game guide & walkthrough for the Circle of Eight modpack NC

2.14 Imeryds Run

To make Imeryds Run accessible on your world map, talk to Grud Squinteye (Villager) in Nulb. Grud Squinteye is at the docks during the day, but at night he is in the first building to the west of the docks.


Behemoth Kingfrog (168 HP), Spell Resistant
AC: 16 (+8 Natural Armor, -2 Size Adjustment)
Attack: +14 (+8 Base Attack, +8 Strength Modifier, -2 Size Adjustment)
Trip defence check: +20 (+8 Strength Modifier, +4 Stability Bonus, +8 Size Bonus)
Trip attack check: +16 (+8 Strength Modifier, +8 Size Bonus)
Tongue grapple attack: Ranged Touch Attack: +8 (+9 Base Attack, -2 Size Adjustment, +1 Feat: Point Blank Shot)
Break free from grapple DC: [20-(Strength Modifier of grappled victim)]
Lootable items:
Purple Elven Chain
Wooden Elvish Shield
Ring of Protection +1
Gloves of Dexterity +2
Longbow +1
20 Arrows +1
Boots of Elvenkind (+5 competence bonus to Move Silently checks)
Longsword +2

Giant Gar (100 HP)
AC: 15 (+5 Natural Armor, -2 Size Adjustment, +2 Dexterity Modifier)
Attack: +10 (+7 Base Attack, +5 Strength Modifier, -2 Size Adjustment)
Reach: 10 feet

Seahag (110 HP Barbarian Rage), SR[14]
AC: 14 (+3 Natural Armor, +2 Dexterity Modifier, +1 Feat: Dodge, -2 Barbarian Rage)
Attack: +15 (+4 Class, +2 Base Attack, +9 Strength Modifier)
Special attack: Paralysis


There is a Lamia Figurine (Child's Toy) hidden amongst the leaves of a tree on the far right of the Imeryds Run map.


Originally posted by Sitra Achara:
Quote:
Imeryds Run:

Having a large party means you get noticed by the lizards as well.

There is a hard to find item lying around. To the NE of the Kingfrog. You can make it flash by tapping the Tab key repeatedly. It's a summoning figure - summons a Lamia. Identify it first, and then activate it from the radial menu.

2.15 Earth Node

You enter the Earth Node by activating the brown portal in the Greater Temple (Temple of Elemental Evil dungeon level 4).

Once you enter any of the 4 elemental nodes, the only way to leave the nodes is to either activate the portal behind the Demon Guardian or by casting the spell Teleport.

If you rescue Sargen the wizard from the Earth Node, then after he leaves your party, you will eventually get a random encounter where you will receive a reward for rescuing Sargen.

There are 2 Gorgons below where your party appears in the Earth Node. Their petrifying breath attacks are capable of paralyzing most of your party. This can be a difficult combat.

The Glabrezu Guardian and exit portal are above where your party appears in the Earth Node.

Originally posted by taltamir:
Quote:
The gems let you teleport to their respective nodes, the skull does not. There are 8 summoning spells, 4 demons/devils, and 4 elementals. 7 of the 8 work correctly (summon once per week), the earth elemental summon is broken and lets you summon an infinite amount. I noticed that every demon I summoned from the orb used AoE spells that harmed me and did practically nothing to my enemies... The elementals worked normally (since all they can do is hit things)... although they tended to hit things immune to their own damage instead of things not.
The Glabrezu Guardian has one weakness: holy weapons. The easiest way to defeat the Glabrezu Guardian is to arm all of the characters in your party with holy weapons.


Chest (to the left of the entry point):
Moradin's Soul Hammer +1 (holy axiomatic defending greathammer) (uses the warhammer weapon proficiency)
Headband of Intellect +4


Galeb Duhr (104 HP) DR(10/Magic), SR[21]

Glabrezu Guardian (216 HP), SR[21], DR(10/Holy), DResistance(10/-), Immunity (Electricity), Caster Level: 12
AC: 27 (+19 Natural Armor, -2 Size Adjustment)
Attack: +20/+20/+18/+18/+18 (Claw1/Claw1/Claw2/Claw2/Bite) (+12 Base Attack, +10 Strength Modifier, -2 Size Adjustment)
Damage: Claw1 (Piercing & Slashing) 2d8+10 (Strength Modifier)
Damage: Claw2 (Piercing & Slashing) 1d6+5 (Strength Bonus)
Damage: Bite (Slashing & Bludgeoning & Piercing) 1d8+5 (Strength Bonus)
Trip check: +18 (+10 Strength Modifier, +8 Size Bonus)
casts Dispel Magic, Mirror Image, Confusion, Summons Quasits, Hold Monster
Lootable item:
Earth Elemental Power Gem

Gorgon (120 HP)
AC: 20 (+1 Natural Armor, -1 Size Adjustment)
Attack: +12 (+8 Base Attack, +5 Strength Modifier, -1 Size Adjustment)
Petrifying Breath (100 rounds) Fortitude save DC: 19


2.16 Air Node

You enter the Air Node by activating the white portal in the Greater Temple (Temple of Elemental Evil dungeon level 4).

Once you enter any of the 4 elemental nodes, the only way to leave the nodes is to either activate the portal behind the Demon Guardian or by casting the spell Teleport.

The Vrock Guardian and exit portal are above where your party appears in the Air Node.

The Vrock Guardian has one weakness: holy weapons. The easiest way to defeat the Vrock Guardian is to arm all of the characters in your party with holy weapons.


Vrock Guardian (210 HP), SR[17], DR(10/Holy), DResistance(10/-), Immunity (Electricity)
AC: 25 (+14 Natural Armor, -1 Size Adjustment, +2 Dexterity Modifier)
Attack: +22/+22/+20/+20/+20 (Claw/Claw/Bite/Rake/Rake) (+14/+14/+12/+12/+12 Base Attack, +7 Strength Modifier, -1 Size Adjustment, +2 Heroism)
Damage: Claw (Piercing & Slashing) 2d6+7 (Strength Modifier)
Damage: Bite (Slashing & Bludgeoning & Piercing) 1d8+3 (Strength Bonus)
Damage: Rake (Piercing & Slashing) 1d6+3 (Strength Bonus)
casts Mirror Image, Heroism
Lootable item:
Air Elemental Power Gem


2.17 Zuggtmoy's Prison

You enter Zuggtmoy's Prison by activating the chair elevator which is in the Temple of Elemental Evil interior. You must pick up the Orb of Golden Death first in order for the chair elevator to be usable. The Orb of Golden Death is in Falrinth's second chest on Temple of Elemental Evil dungeon level 3.

Zuggtmoy has one weakness: holy weapons. The easiest way to defeat Zuggtmoy is to arm all of the characters in your party with holy weapons.

The instant that your party kills Zuggtmoy, your party is teleported to Verbobonc. Zuggtmoy has no lootable items on her corpse.


Lootable items:

Wand of Searing Light (Violet Fungi Chest)
Gem Hoard (Chair) (worth more than 48500 gold)


Zuggtmoy (882 HP) (601 HP if Pishella destroyed the Orb of Golden Death), SR[20], DR (20/Holy; Cold), DResistance (10/-), immune to critical hits and sneak attacks
AC: 26 (+15 Natural Armor, -2 Size Adjustment, +3 Dexterity Modifier)
Attack: +20 (+13 Base Attack, +9 Strength Modifier, -2 Size Adjustment)
Damage: Slam (Bludgeoning) 1d10+9 (Strength Modifier)
summons Vrocks or Glabrezu
casts Displacement
casts Entangle

Originally posted by Gaear:
Quote:
The standard version of the game/modpack still ends when Zuggtmoy is killed or banished.

Starting with Co8 v7 NC, the game no longer ends when Zuggtmoy is killed or banished. This is so that you can go on to play higher level new content and not artificially wait on Zuggtmoy until later when she is no longer a challenge. Following is a list of all of the possible vanilla Zuggtmoy endings and what will happen in your NC game for each. Be forewarned and play accordingly!


You kill Zuggtmoy

Outcome: The Zuggtmoy death movie plays and you are left standing there to continue the game.



You banish Zuggtmoy

Outcome: The Zuggtmoy banishment movie plays and you are left standing there to continue the game.



You join forces with Zuggtmoy (you are evil)

Outcome: THE GAME ENDS. You can't add Zuggtmoy as a follower and expect the game to be at all normal after that, so that's it.



You give Zuggtmoy the Orb of Golden Death willingly and become her thrall and you are a one man party

Outcome: THE GAME ENDS. (Parties of two or more fight her - this is vanilla.)



You take the gems in the throne

Outcome: The Zuggtmoy banishment movie plays and you are left standing there to continue the game. If you steal the gems without talking to the old crone first, she will disappear.



Zuggtmoy submits to you (you are evil)

Outcome: THE GAME ENDS. You can't add Zuggtmoy as a follower and expect the game to be at all normal after that, so that's it.



Zuggtmoy surrenders to you, gives you a bunch of treasure, and runs off

Outcome: Not sure yet ... much of the treasure mentioned doesn't actually exist ("ring of feather falling"), but there's no reason not to go on. We'll probably do a cash dump and continue.
Attached Images
File Type: jpg Verbobonc map.jpg (199.2 KB, 32 views)
File Type: jpg Merchant's Row.jpg (165.4 KB, 27 views)
File Type: jpg Verbobonc drainage tunnels map.jpg (198.9 KB, 24 views)
File Type: jpg Passage to Verbobonc.JPG (101.9 KB, 1109 views)

Last edited by gazra_1971; 2 Days Ago at 11:37 AM.
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Old February 11th, 2011   #17
gazra_1971
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Re: game guide & walkthrough for the Circle of Eight modpack NC

2.18 Verbobonc

Verbobonc becomes accessible after you have dealt with Zuggtmoy. Verbobonc will automatically open up for you on the worldmap.

To travel to Verbobonc, you have to click on the text "Passage to Verbobonc" on the right side of the world map interface.



Originally posted by Gaear:
Quote:
Go to Verbobonc after fighting Zuggtmoy. Level 10 is probably about right for starting Verbobonc, although your mileage may vary.

When you first arrive in Verbobonc, there are two buildings with enterable doors nearby. Go into them. I guess I sort of assumed that the first thing most players would do is go into City Hall, and the first thing they would do there is talk to Captain Abiram, who among other things will tell you all about the city, as well as how to navigate it via the signpost, and the signpost's location.

The Verbobonc signpost will take on a secondary function - that of being essentially a notice board. The Verbobonc guard(s) who stood around waiting to tell you stuff when you arrived in town will cease to do so. That will be the signpost's job, but you have to check it. Think of it like your e-mail or voicemail. You will have to check it periodically to see what's going on. Notices could be all manner of things, from summons by the head-honchos to tickets and fines to idle threats delivered by anonymous strangers. Again, check it often. It will be the first option on the signpost menu.

Notable items that NPC vendors sell:

Gregor (Armor Merchant) (The Archer's Eye)

Large Masterwork Steel Shield (50%)
Large Masterwork Wooden Shield (50%)
Small Masterwork Steel Shield (50%)
Masterwork Metal Tower Shield (50%)
Masterwork Full Plate Armor (50%)
Masterwork Scale Armor (50%)
Masterwork Padded Armor (50%)
Masterwork Leather Armor (50%)
Masterwork Studded Leather (50%)
Masterwork Chain Shirt (50%)
Masterwork Hide Armor (50%)
Masterwork Red Chainmail (50%)
Masterwork Silver Breastplate (50%)
Masterwork Splint Mail (50%)
Masterwork Silver Banded Armor (50%)
Masterwork Half-Plate (50%)
Masterwork Full Plate Armor (50%)
Masterwork Buckler (50%)
Small Masterwork Wooden Shield (50%)
Darkwood Buckler (50%)
Large Darkwood Shield (50%)
Large Mithral Shield (50%)
Adamantium Breastplate (50%)
Mithral Shirt (50%)
Dragonhide Plate (50%)
Dwarven Plate (50%)
Masterwork Gladiator Armor (50%)
Masterwork Marauder Armor (50%)
Masterwork Fine Chainmail (50%)


Victor (Weapons Merchant) (The Archer's Eye)

Masterwork Greataxe (50%)
Masterwork Greatsword (50%)
Masterwork Katana (50%)
Masterwork Scimitar (50%)
Masterwork Greataxe (50%)
Masterwork Longsword (50%)
Masterwork Dagger (50%)
Masterwork Rapier (50%)
Masterwork Bastard Sword (50%)
Masterwork Falchion (50%)
Masterwork Shortsword (50%)
Masterwork Throwing Dagger (50%)
Masterwork Dwarven War Axe (50%)
Masterwork Greatclub (50%)
Masterwork Handaxe (50%)
Masterwork Heavy Mace (50%)
Masterwork Heavy Pick (50%)
Masterwork Morningstar (50%)
Masterwork Light Mace (50%)
Masterwork Scythe (50%)
Masterwork Single Axe (50%)
Masterwork Club (50%)
Masterwork Gnome Hooked Hammer (50%)
Masterwork Light Hammer (50%)
Masterwork Warhammer (50%)
120 arrows
Masterwork Longbow (50%)
20 bolts
Masterwork Light Crossbow (50%)
Masterwork Heavy Crossbow (50%)
Masterwork Quarterstaff (50%)
Masterwork Guisarme (50%)
Masterwork Battleaxe (50%)
20 bullets
Masterwork Sling (50%)
Masterwork Shortspear (50%)
Masterwork Spear (50%)
Masterwork Glaive (50%)
Masterwork Heavy Flail (50%)
Masterwork Spiked Chain (50%)
Masterwork Shuriken (50%)
Cleaver (50%) (Keen weapon)
Masterwork Small Quarterstaff (50%)
Masterwork Halfling Siangham (50%)
Masterwork Kukri (50%)
Masterwork Sickle (50%)
Masterwork Longbow (Str 12) (50%)
Masterwork Longbow (Str 14) (50%)
Masterwork Composite Longbow (Str 16) (50%)
Masterwork Composite Shortbow (Str 12) (50%)
Masterwork Composite Shortbow (Str 14) (50%)
Masterwork Wakizashi (50%)
Masterwork Composite Longbow (Str 18) (50%)
Masterwork Tanto (50%)
Masterwork Kama (50%)
Masterwork Main Gauche (50%)
Masterwork Tiny Rapier (50%)
Masterwork Spiked Gauntlets (50%)
Masterwork Trident (50%)
Masterwork Halberd (50%)


Senshock (Magic Merchant) (Bazaar of the Bizarre) (note: Senshock will only appear as a vendor in Verbobonc if you encounter him in the Greater Temple of Elemental Evil first and allow him to escape).

(note: If you use a paladin PC to talk to Senshock in Verbobonc, then you will have to fight Senshock and Ariel and Bella).

Originally posted by Chad878262:
Quote:
killing the 2 assistants causes your Paladin to fall and causes the Verbobonc guards to attack you on site. I got around it by killing Senshock, looting his body while in combat and then fleeing out the door. Figure I don't need to go back in there anyway.
Staff of Striking (80%)
Staff of Fire (80%)
Staff of Size Alteration (80%)
Staff of Charming (80%)
Staff of Frost (80%)
Cloak of Resistance +1 (80%)
Cloak of Resistance +2 (80%)
Cloak of Resistance +3 (80%)
Necklace of Adaptation (80%) (doesn't work)
Bracers of Armor +5 (80%)
Bracers of Armor +3 (80%)
Boots of Speed (80%)
Gloves of Dexterity +2 (80%)
Gloves of Dexterity +4 (80%)
Gloves of Dexterity +6 (80%)
Amulet of Health +2 (80%)
Amulet of Health +4 (80%)
Amulet of Health +6 (80%)
Belt of Giant Strength +4 (80%)
Belt of Giant Strength +6 (80%)
Gauntlets of Ogre Power (80%)
Headband of Intellect +2 (80%)
Headband of Intellect +4 (80%)
Headband of Intellect +6 (80%)
Amulet of Wisdom +2 (80%)
Amulet of Wisdom +4 (80%)
Amulet of Wisdom +6 (80%)
Cloak of Charisma +2 (80%)
Cloak of Charisma +4 (80%)
Cloak of Charisma +6 (80%)
Circlet of Persuasion (80%)
Necklace of Detection (80%)
Bracers of Armor +1 (80%)
Bracers of Armor +2 (80%)
Bracers of Armor +4 (80%)
Cloak of Arachnida (80%)
Hands of Fire (80%)
Hands of Ice (80%)
Hands of Electricity (80%)
Helm of Teleportation (80%)
Vest of Escape (80%)
Goggles of Minute Seeing (80%)
Helm of Telepathy (80%)
Boots of the Winterlands (80%)
Eyes of the Eagle (80%)
Helm of Reading Magic (80%)
Cape of the Mountebank (80%)
Cloak of Resistance +4 (80%)
Robe of Eyes (80%)
Robe of Blending (80%)
Circlet of Discernment (80%)
Elixir of Hiding (80%)
Elixir of Vision (80%)
Chime of Opening (80%)
Dust of Disappearance (80%)
Monk's Belt (80%)
Horn of Blasting (80%)
Horn of Fog (80%)
Drums of Panic (80%)
Dusty Rose Ioun Stone (80%)
Pale Blue Ioun Stone (80%)
Scarlet and Red Ioun Stone (80%)
Incandescent Blue Ioun Stone (80%)
Deep Red Ioun Stone (80%)
Pink Ioun Stone (80%)
Pink and Green Ioun Stone (80%)
Horn of Evil (80%)
Dust of Appearance (80%)
Pipe of Haunting (80%)
Mandolin of Charming (80%)


Ariel (Magic Merchant) (Bazaar of the Bizarre) (incomplete list)

Scroll of Animate Growth (80%)
Scroll of Animate Dead (80%)
Scroll of Bestow Curse (80%)
Scroll of Blindness/Deafness (80%)
Scroll of Blink (80%)
Scroll of Blur (80%)
Scroll of Bull's Strength (80%)
Scroll of Burning Hands (80%)
Scroll of Cat's Grace (80%)
Scroll of Cause Fear (80%)
Scroll of Chain Lightning (80%)
Scroll of Charm Monster (80%)
Scroll of Charm Person (80%)
Scroll of Chill Touch (80%)
Scroll of Clairaudience/Clairvoyance (80%)
Scroll of Cloudkill (80%)
Scroll of Color Spray (80%)
Scroll of Cone of Cold (80%)
Scroll of Confusion (80%)
Scroll of Contagion (80%)
Scroll of Daze (80%)
Scroll of Detect Magic (80%)
Scroll of Detect Secret Doors (80%)
Scroll of Detect Undead (80%)
Scroll of Dimension Door (80%)
Scroll of Dismissal (80%)
Scroll of Dispel Magic (80%)
Scroll of Displacement (80%)
Scroll of Disrupt Undead (80%)
Scroll of Dominate Person (80%)
Scroll of Emotion (80%)
Scroll of Bear's Endurance (80%)
Scroll of Endure Elements (80%)
Scroll of Enlarge Person (80%)
Scroll of Expeditious Retreat (80%)
Scroll of Fear (80%)
Scroll of Feeblemind (80%)
Scroll of Fireball (80%)
Scroll of Flare (80%)
Scroll of Fog Cloud (80%)
Scroll of Gaseous Form (80%)
Scroll of Ghoul Touch (80%)
Scroll of Glitterdust (80%)
Scroll of Grease (80%)
Scroll of Magic Weapon, Greater (80%)
Scroll of Gust of Wind (80%)
Scroll of Halt Undead (80%)
Scroll of Haste (80%)
Scroll of Hold Monster (80%)
Scroll of Hold Person (80%)
Scroll of Ice Storm (80%)
Scroll of Identify (80%)
Scroll of Invisibility (80%)
Scroll of Invisibility Sphere (80%)
Scroll of Keen Edge (80%)
Scroll of Knock (80%)
Scroll of Extraplanar Chest (80%)
Scroll of Lightning Bolt (80%)
Scroll of Mage Armor (80%)
Scroll of Magic Missile (80%)
Scroll of Magic Weapon (80%)
Scroll of Melf's Acid Arrow (80%)
Scroll of Mind Fog (80%)
Scroll of Globe of Invulnerability, Lesser (80%)
Scroll of Mirror Image (80%)
Scroll of Mordenkainen's Faithful Hound (80%)
Scroll of Obscuring Mist (80%)
Scroll of Open/Close (80%)
Scroll of Otiluke's Resilient Sphere (80%)
Scroll of Phantasmal Killer (80%)
Scroll of Protection From Arrows (80%)
Scroll of Protection From Chaos (80%)
Scroll of Protection From Energy (80%)
Scroll of Protection From Evil (80%)
Scroll of Protection From Good (80%)
Scroll of Protection From Law (80%)
Scroll of Ray of Enfeeblement (80%)
Scroll of Ray of Frost (80%)
Scroll of Read Magic (80%)
Scroll of Ray of Clumsiness (80%)
Scroll of Reduce Person (80%)
Scroll of Remove Curse (80%)
Scroll of Resistance (80%)
Scroll of Resist Energy (80%)
Scroll of Scare (80%)
Scroll of See Invisibility (80%)
Scroll of Shatter (80%)
Scroll of Shield (80%)
Scroll of Shocking Grasp (80%)
Scroll of Shout (80%)
Scroll of Sleep (80%)
Scroll of Sleet Storm (80%)
Scroll of Slow (80%)
Scroll of Solid Fog (80%)
Scroll of Stinking Cloud (80%)
Scroll of Stoneskin (80%)
Scroll of Dominate Monster (80%)
Scroll of Summon Monster I (80%)
Scroll of Summon Monster II (80%)
Scroll of Summon Monster III (80%)
Scroll of Summon Monster IV (80%)
Scroll of Summon Monster V (80%)
Scroll of Tasha's Hideous Laughter (80%)
Scroll of Teleport (80%)
Scroll of True Seeing (80%)
Scroll of True Strike (80%)
Scroll of Vampiric Touch (80%)
Scroll of Web (80%)
Scroll of Wind Wall (80%)
Scroll of Acid Splash (80%)
Scroll of Heroism, Greater (80%)
Scroll of Disintigrate (80%)
Scroll of Analyze Dweomer (80%)
Scroll of Tenser's Transformation (80%)
Scroll of Bear's Endurance, Mass (80%)
Scroll of Bull's Strength, Mass (80%)
Scroll of Cat's Grace, Mass (80%)
Scroll of Eagle's Splendor, Mass (80%)
Scroll of Fox's Cunning, Mass (80%)
Scroll of Owl's Wisdom, Mass (80%)


Bella (Magic Merchant) (Bazaar of the Bizarre) (incomplete list)

Bella always initially has the exact same following grey-coloured wands for sale. The first time that Bella refreshes her items for sale, she has an 80% chance of selling the following orange-coloured wands as well:

Wand of Fear (80%)
Wand of Fireball (5th) (80%)
Wand of Magic Missiles (5th) (80%)
Wand of Charm Monster (80%)
Wand of Charm Person (80%)
Wand of Chill Touch (80%)
Wand of Clairaudience/Clairvoyance (80%)
Wand of Color Spray (80%)
Wand of Confusion (80%)
Wand of Contagion (80%)
Wand of Daze (80%)
Wand of Detect Magic (80%)
Wand of Detect Secret Doors (80%)
Wand of Detect Undead (80%)
Wand of Dimensional Anchor (80%)
Wand of Dimensional Door (80%)
Wand of Dismissal (80%)
Wand of Disrupt Undead (80%)
Wand of Bear's Endurance (80%)
Wand of Endure Elements (80%)
Wand of Enlarge Person (80%)
Wand of Expeditious Retreat (80%)
Wand of Fire Shield (80%)
Wand of Flare (80%)
Wand of Fog Cloud (80%)
Wand of Gaseous Form (80%)
Wand of Ghoul Touch (80%)
Wand of Glitterdust (80%)
Wand of Grease (80%)
Wand of Magic Weapon, Greater (80%)
Wand of Gust of Wind (80%)
Wand of Halt Undead (80%)
Wand of Haste (80%)
Wand of Hold Person (80%)
Wand of Ice Storm (80%)
Wand of Identify (80%)
Wand of Invisibility, Greater (80%)
Wand of Invisibility (80%)
Wand of Invisibility Sphere (80%)
Wand of Keen Edge (80%)
Wand of Knock (80%)
Wand of Lightning Bolt (80%)
Wand of Mage Armor (80%)
Wand of Magic Circle Against Chaos (80%)
Wand of Magic Circle Againt Evil (80%)
Wand of Good (80%)
Wand of Magic Circle Against Law (80%)
Wand of Magic Weapon (80%)
Wand of Melf's Acid Arrow (80%)
Wand of Globe of Invulnerability, Lesser (80%)
Wand of Mirror Image (80%)
Wand of Obscuring Mist (80%)
Wand of Open/Close (80%)
Wand of Otiluke's Resilient Sphere (80%)
Wand of Phantasmal Killer (80%)
Wand of Protection From Arrows (80%)
Wand of Protection From Chaos (80%)
Wand of Protection From Energy (80%)
Wand of Protection From Evil (80%)
Wand of Protection From Good (80%)
Wand of Protection From Law (80%)
Wand of Ray of Enfeeblement (80%)
Wand of Read Magic (80%)
Wand of Reduce Person (80%)
Wand of Remove Curse (80%)
Wand of Resistance (80%)
Wand of Scare (80%)
Wand of See Invisibility (80%)
Wand of Shatter (80%)
Wand of Shield (80%)
Wand of Shocking Grasp (80%)
Wand of Shout (80%)
Wand of Sleep (80%)
Wand of Sleet Storm (80%)
Wand of Slow (80%)
Wand of Solid Fog (80%)
Wand of Stinking Cloud (80%)
Wand of Stoneskin (80%)
Wand of Dominate Monster (80%)
Wand of Summon Monster I (80%)
Wand of Summon Monster II (80%)
Wand of Summon Monster III (80%)
Wand of Summon Monster IV (80%)
Wand of Tasha's Hideous Laughter (80%)
Wand of True Strike (80%)
Wand of Vampiric Touch (80%)
Wand of Web (80%)
Wand of Acid Splash (80%)
Wand of Bestow Curse (80%)
Wand of Blindness/Deafness (80%)
Wand of Blink (80%)
Wand of Blur (80%)
Wand of Break Enchantment (80%)
Wand of Bull's Strength (80%)
Wand of Burning Hands (80%)
Wand of Cat's Grace (80%)
Wand of Cause Fear (80%)
Wand of Wind Wall (80%)
Wand of Blight (80%)
Wand of Fox's Cunning (80%)
Wand of Heroism (80%)
Wand of Owl's Wisdom (80%)
Wand of Crushing Despair (80%)
Wand of Daze Monster (80%)
Wand of Deep Slumber (80%)
Wand of Eagle's Splendor (80%)
Wand of False Life (80%)
Wand of Magic Missiles (2nd) (80%)
Wand of Magic Missiles (3rd) (80%)
Wand of Magic Missiles (1st) (80%)
Wand of Magic Missiles (4th) (80%)
Wand of Animate Dead (80%)
Wand of Good Hope (80%)
Wand of Negative Energy Protection (80%)
Wand of Fireball (7th) (80%)
Wand of Fireball (9th) (80%)
Wand of Fireball (10th) (80%)
Wand of Lightning Bolt (7th) (80%)
Wand of Lightning Bolt (9th) (80%)
Wand of Lightning Bolt (10th) (80%)


Cleric Rastes (Cleric of Pelor) (Cathedral of Pelor)

4x Potion of Cure Light Wounds
4x Potion of Cure Moderate Wounds
4x Potion of Cure Serious Wounds
4x Potion of Cure Critical Wounds
4x Potion of Remove Disease
4x Potion of Neutralize Poison
4x Scroll of Cure Light Wounds
4x Scroll of Cure Moderate Wounds
4x Scroll of Cure Serious Wounds
4x Scroll of Cure Critical Wounds
4x Scroll of Remove Disease
4x Scroll of Neutralize Poison
Wand of Cure Light Wounds
Wand of Cure Moderate Wounds
Wand of Cure Serious Wounds
Wand of Cure Critical Wounds
Wand of Remove Disease
Wand of Neutralize Poison


Simon (Simon's Wonderworld)

same items as Senshock, but also the following:

Major Ring of Creating (Enchantment)
Major Ring of Divining (Divination)
Major Ring of Evocating (Evocation)
Major Ring of Illusing (Illusion)
Major Ring of Transmuting (Transmutation)
Major Ring of Necromancing (Necromancy)
Major Ring of Summoning (Conjuration)
Major Ring of Protecting (Abjuration)


Aerich Dragonsbane (Dragonsbane Bows and Fletchings)

180 arrows
2x Masterwork Shortbow
2x Masterwork Longbow
160 bolts
2x Masterwork Light Crossbow
2x Masterwork Heavy Crossbow
Masterwork Composite Shortbow, Str 12 (80%)
Masterwork Composite Shortbow, Str 14 (80%)
Masterwork Composite Longbow, Str 12 (80%)
Masterwork Composite Longbow, Str 14 (80%)
Masterwork Composite Longbow, Str 16 (80%)
Masterwork Composite Longbow, Str 18 (80%)
Longbow +1 (40%)
Longbow of Frost (40%)
Axiomatic Light Crossbow +1 (20%)
Anarchic Light Crossbow +1 (20%)
Light Crossbow of Fire +1 (20%)
Light Crossbow of Frost +1 (20%)
Light Crossbow of Shock +1 (20%)
Holy Light Crossbow +1 (20%)
Unholy Light Crossbow +1 (20%)
Masterwork Repeating Light Crossbow (80%)
20 arrows +1
20 arrows +2 (60%)
20 arrows +3 (20%)
20 Silver Arrows
10 bolts +1
10 bolts +2 (60%)
10 bolts +3 (20%)
24 Silver Bolts
24 Silver Bolts +1 (20%)


Donovan or Delilah (Merchant) (7 Elven)

Black Elven Chain (50%)
Blue Elven Chain (50%)
Green Elven Chain (50%)
Purple Elven Chain (50%)
Boots of Elvenkind (75%)
Cloak of Elvenkind, Black (25%)
Cloak of Elvenkind, Green (25%)
Cloak of Elvenkind (25%)
Cloak of Elvenkind, Fur (25%)
Wooden Elvish Shield (75%)
Wooden Elvish Shield (75%)
Masterwork Shortbow (75%)
Masterwork Shortbow (75%)
Masterwork Longbow (75%)
Masterwork Longbow (75%)
Masterwork Longsword (75%)
Masterwork Rapier (75%)
Masterwork Rapier (75%)


Boots of Elvenkind
Cloak of Elvenkind
Wooden Elvish Shield
80 arrows
2x Masterwork Shortbow
2x Masterwork Longbow
Masterwork Longsword


Richard Blade (Provisioner) (Liberty Emporium)

Scholar's Kit
Healer's Kit
Spyglass
Merchant's Scale
Masterwork Thieves' Tools
2x Flask of Oil
Masterwork Shovel
Masterwork War Fan
Masterwork Rake
Masterwork Sickle
Masterwork Maul
Masterwork Light Hammer
Masterwork Single Axe
Masterwork Scythe
Masterwork Heavy Pick


Jesus Staccatori (The Major Tremolo)

Masterwork Flute
Masterwork Drum
Masterwork Horn
Drums of Panic
Horn of Goodness
Mandolin of Charming


Carl (The Golden Bullseye)

Small Masterwork Wooden Shield
Large Masterwork Wooden Shield
Wooden Elvish Shield
50 bolts
40 arrows
10 bullets


Heather (Leatherworker) (Bear Essentials)

Barbarian Armor
Masterwork Leather Armor
Masterwork Leather Armor
Small Masterwork Leather Armor
Black Leather Armor +1
Brown Leather Armor +1
Tan Leather Armor +1


Dame Nelly (Touching Cloth)

Masterwork Padded Armor


Paulo (Alchemist)

2x Lockslip grease
2x Antitoxin
2x Armour Oil
2x Smokestick
2x Bottle of Eruptive Acid
2x Bottle of Acid
2x Bottle of Distilled Acid
2x Bottle of Purified Acid
2x Spore No More
2x Ooze You Lose
Distilled Alcohol
Quicksilver
Dust of Disappearance
Rope of Entanglement
Bag of Tricks
Chime of Interruption
Dust of Appearance
Potion of Protection From Magic
Potion of Protection From Energy, Fire
Potion of Sneaking
Potion of Hiding
Potion of Protection From Undead
Potion of Protection From Earth
Potion of Protection From Elementals
Potion of Protection From Acid
Elixir of Vision
Alchemical Capsule - Quickflame
Alchemical Capsule - Quickfrost
Alchemical Capsule - Quickscald
Alchemical Capsule - Quickspark
Alchemical Capsule - Positoxin


Mal (Merchant) (Mal's Wares)
Smokestick
Antitoxin
Scholar's Kit


Fireforge (Blacksmith) (note: Fireforge only appears in Verbobonc after you have completed the 'War of the Golden Skull: Defender' quest and the 'Tools of the Trade' quest. Fireforge only appears in Verbobonc during the day - he is not there at night)

Full Plate Armor +3 (50%)
Silver Banded Mail +3 (50%)
Red Chainmail +3 (50%)
Chain Shirt +3 (50%)
Steel Shield +3 (50%)
Steel Shield +3 (50%)
Longsword +2 (50%)
Longsword +2 (50%)
Scimitar +2 (50%)
Bastard Sword +2 (50%)
Dwarven War Axe +2 (50%)
Greataxe +2 (50%)
Flail +2 (50%)
Gnome Hooked Hammer +2 (50%)
Halberd +2 (50%)
Longspear +2 (50%)

Last edited by gazra_1971; February 9th, 2014 at 08:04 AM.
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Old February 11th, 2011   #18
gazra_1971
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Re: game guide & walkthrough for the Circle of Eight modpack NC

Note: In order for Lord Viscount Wilfrick to appear in his chambers, you have to talk to Captain Abiram first. Captain Abiram is in the middle of City Hall.

Originally posted by Gaear:
Quote:
When you talk to Captain Abiram, you will have to learn about LVW [Lord Viscount Wilfrick] via basic inquiries. How do you do that? Take Abiram up on his offers to tell you about stuff. After he mentions government functions and LVW, you can then request to meet him.
Wilfrick (Lord Viscount) is in the Lord Viscount's Chamber in city hall in Verbobonc.

Originally posted by Kragenskjold:
Quote:
You have to check the signpost where important messages for the heroes are now posted. They'll then appear in your inventory and you use them to read them and trigger [Lord Viscount Wilfrick's] appearence at home during the night or office during the day.
Note: In order for Darlia to appear on the top floor of Zeebel's Maroon Moon in Verbobonc, you have to talk to the Maitre'd on the ground floor of Zeebel's Maroon Moon and choose the correct dialogue options (the PC talking needs a high enough skill). Then talk to the Maitre'd again, pay 100 Gold, and Darlia (Manager) will appear on the top floor of Zeebel's Maroon Moon a day later. If you don't need to bribe the Maitre'd, then Darlia will appear immediately.



Building Credit quest

Talk to Maurice (Banker) in the Silver Consortium (you can only get this quest if you buy the Castle of the Lords but don't pay for it in one payment).


Catching the 'Cousin' quest

During the day, talk to Wilfrick (Lord Viscount) in the Lord Viscount's chambers in City Hall after Darlia has offered you the 'Removing Wilfrick' quest.


Family Turmoil quest

Talk to Elysia in the Lord Viscount's Manor.

Originally posted by Gaear:
Quote:
You have to have set Elysia free from her cell in the Temple [of Elemental Evil] already in order for her to show up in Verbobonc.

Fear of Ghosts quest

When it is night, go 1 floor up from the ground floor of the Castle of the Lords and attack the ghost. The ghost won't be there if you didn't get ambushed by Turuko, Zert, and Kobort outside the Moathouse earlier on. Then go outside the Castle of the Lords and attack the ghost circling the castle. Then go down 2 floors below the ground floor of the Castle of the Lords and attack the third ghost. The body parts are inside a large Water Snake that is in a pool of water outside the secret entrance to the moathouse ruins (not the cave exit). Then return to the 3 ghosts and give them their body parts back. Then go outside the castle to complete the quest.

Originally posted by Gaear:
Quote:
[To complete the Fear of Ghosts quest, you must] attack the ghost on the third floor. You can see him and/or his shadow walking around outside of combat at night. Don't rest. Just attack.

Framework of a Murder quest (Darlia's quest #2) (evil quest)

Talk to Darlia (Manager) in Zeebel's Maroon Moon.

Lootable items:
Troll Bone Armor (Bodyguard (65 HP))
Dwarven Plate (Bodyguard (65 HP))

Originally posted by Gaear:
Quote:
[regarding the Framework of a Murder quest:]
If you can kill the Verbobonc guard before his second turn, he won't be able to call for help and the city won't be alerted. Otherwise, you'll just have to deal with the consequences.
If you botch the Framework of a Murder quest, then an alternative ending to the quest will play out.

Your party will only obtain the Cop Killer reputation once your party has killed at least 2 Verbobonc Guards.


Narcing on the Scarlet Brotherhood quest

Originally posted by Gaear:
Quote:
They [Beholders] are actually a part of the Scarlet Brotherhood revenge scenario, but they aren't quite Eyes of the Deep. I forget what I called them at the moment, but there are three varieties depending on what random encounter map you encounter them on - swamp, forest, or river (no scrub).

Here's how you get those encounters:

1. Get the jewel merchant assassination quest from Darlia and then turn him in to the authorities (one of the Watch commanders). They will go arrest him. If you later go see Darlia in jail, he will threaten that the Scarlet Brotherhood is coming for you. Then the appropriate level random encounter is scheduled and after a bit you will get ambushed in the wild by them, including the Eye thingies.

2. Get the watch patrol murder quest from Darlia and ditto above. This will be somewhat more difficult.

3. Get the Wilfrick assassination quest from Darlia and ditto above. The Watch will not like this at all, and neither will Darlia. This should be the hardest scenario when they ambush you, although if I recall correctly the difficulty varies quite a bit depending on which map you randomly draw. I think forest is easiest and river is hardest. I deliberately built this variability in this way for randomness and replayability.

Also, in what may seem like an odd outcome, there is actually no revenge if you just kill Darlia, despite what the Scarlet Brotherhood cousins and nephews tell you. This just worked out that way because Allyx created the original base of the Scarlet Brotherhood plots and never had that, and I added the first two Darlia quests and simply based the revenge scenarios on my added work.

Ratting out the Hextorites quest

Talk to the "Priest" in the cellar of the Ruined Church of Pelor and accept his contract to kill the Canon, then talk to Canon Ramses (Priest of Pelor) on the top floor of the Cathedral of Pelor and inform him of the Hextorites' plans. (Note: completing this quest triggers 'The Gremlich' revenge quest)


Removing Wilfrick quest (Darlia's quest #3) (evil quest)

Talk to Darlia (Manager) on the top floor of Zeebel's Maroon Moon.

If you accept the 'Removing Wilfrick' quest from Darlia and then attack but don't kill Wilfrick, then during the combat, Wilfrick will summon 2 Overseers (Samson and Goliath) during one round, then 4 Verbobonc Guards during a later round, then the Guardian (Bathsheba) during a later round, and then finally 2 Verbobonc Mages during a later round. If you don't kill the 2 Verbobonc Mages before they get to act in the round after they appeared during the combat, then Wilfrick will escape and you will fail the 'Removing Wilfrick' quest.

2x Cleric of Pelor (132 HP):
2x Ring of Fire Resistnace, Minor
2x Ring of Cold Resistance, Minor
Large Masterwork Wooden Shield

Bathsheba (Guardian) (317 HP):
Masterwork Full Plate Armor
Steel Shield +3

Overseer (294 HP):
Red Forge Plate
Axiomatic Warhammer +2
Steel Shield +2

Overseer (315 HP):
Axiomatic Warhammer +2
Steel Shield +1
Troll Bone Armor

2x Verbobonc Mage (65 HP):
2x Potion of Cure Serious Wounds
2x Ring of Fire Resistance, Major
2x Ring of Cold Resistance, Major

Wilfrick (Lord Viscount) (130 HP):
Holy Bastard Sword +1
Ring of Fire Resistance, Major (6.0.1 NC only)
Ring of Cold Resistance, Major (6.0.1 NC only)
Masterwork Verbobonc Shield


Robbery at the Hostel quest (Darlia's quest #1)

Talk to Darlia (Manager) on the top floor of Zeebel's Maroon Moon)


Snitching on the Scarlet Brotherhood quest (see 'Narcing on the Scarlet Brotherhood' quest)


Under Surveillance quest

After you see a mysterious scarlet-robed person run to the exit and disappear (you need a high enough Spot skill) when your party appears on either the top floor of the Castle of the Lords, or the top floor of The Spruce Goose Inn (after you've rented the room to rest in), or the top floor of Jylee's Inn (after you buy the room upstairs from Jylee (Proprietor) in Jylee's Inn), talk to Darlia (Manager) on the top floor of Zeebel's Maroon Moon and question him about being followed)

Originally posted by Gaear:
Quote:
You can talk to both Lerrik and Darlia about it. If you have high enough skills with Darlia, he will eventually admit it and the quest will be 'completed'. Lerrik will never admit it, but he will insult you creatively.



Notable lootable items:


Drainage Tunnels

Ring of Chameleon Power (+10 Hide skill) (given to you by Lhizeas the Lizard Man if you converse with him)




Zeebel's Maroon Moon (the Scarlet Brotherhood)

Darlia (120 HP):
Wakizashi +1
Mithral Shirt
Cloak of Resistance +1
Katana +1
Mithral Buckler
Boots of Speed

Lerrik (72 HP):
Staff of Striking
Amulet of Mighty Fists +3

2x Waiter (66 HP):
2x Amulet of Mighty Fists +1 (+1 to attack & damage with unarmed attacks or natural weapons)




Ruined Church of Pelor (Hextorites)

Priest (81 HP):
Mace +1 (light mace)
Full Plate +1
Wand of Cure Light Wounds
Wand of Hold Person

3x Cleric (110 HP):
3x Amulet of Mighty Fists +1
3x Bracers of Armor +1
Masterwork Quarterstaff
2x Masterwork Kama




Notable items that you can steal/loot when doing evil deeds

Bella (Magic Merchant) (16 HP):
Wand of Fireball (5th)
Pale Blue Ioun Stone

Canon Ramses (Priest of Pelor) (263 HP), casts SR[22]
AC: 23 (+1 Dexterity Bonus (bonus reduced by Item: Magic Banded Armor), +6 Armor: Magic Banded Armor, +3 Enhancement: Magic Banded Armor, +3 Deflection: Magic Ring)
Concentration check: +19 (+11 Initial Value, +4 Constitution, +4 Feat: Combat Casting)
Lootable items:
Scarab of Proof against Poison
Holy Mace +1
Ring of Protection +3
Silver Banded Mail +3

Lhizeas (Lizard Man) (57 HP) (in the drainage tunnels):
Masterwork Heavy Pick

Lieutenant Bethany (Ranger)
Longbow +2
Longsword +3
Brown Leather Armor +3
40 arrows +2

Lydia
Blue Elven Chain
Shortsword +1
Longsword +1
Green Elven Chain
Boots of Elvenkind
Cloak of Elvenkind

Knoll (Veteran)
Amulet of Health +2
Gauntlets of Ogre Power
Spiked Chain +2
Barbarian Armor +1
Ring of Protection +2

Prince Zook IV (Gnome Prince) (87 HP):
Small Masterwork Steel Shield
Masterwork Gnome Hooked Hammer
Red Chainmail +2

Last edited by gazra_1971; 2 Weeks Ago at 10:35 AM.
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Old February 11th, 2011   #19
gazra_1971
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Re: game guide & walkthrough for the Circle of Eight modpack NC

2.19 Frozen Assets quest and Under Attack from Underground quest

Frozen Assets quest

Talk to Wilfrick (Lord Viscount) in the Lord Viscount's chambers in City Hall during the day. Talk to Wilfrick after killing the old white dragon to complete this quest. (Wilfrick's quest #1)


Under Attack from Underground quest

Talk to Prince Zook IV (Gnome Prince) in the Gnome Quarter.



Notable lootable items:

Gnome Tunnels

Drow Matriarch (126 HP) SR[22]:
Rod of the Viper (Quarterstaff +2)
Steel Shield +2

3x Drow Fighter (120 HP) SR[19]:
3x Black Plate
3x Longsword +1

Staff of Frost (Drow Wizard (50 HP) SR[19]) (Masterwork Quarterstaff)
Staff of Fire (Drow Wizard (50 HP) SR[19]) (Masterwork Quarterstaff)
Morningstar +1 (Drow Cleric (90 HP) SR[19])
30 Bolts +1 (Drow Wizard (50 HP) SR[19])

5x Drow Rogue (70 HP) SR[19]:
5x Masterwork Chain Shirt
5x Wooden Elvish Shield

2x Drow Fighter (120 HP) SR[19]:
2x Black Plate
2x Longsword +2
2x Cloak of Arachnida
2x Masterwork Buckler


Old White Dragon (573 HP), SR[18], DR (5/Magic), Immunity (Cold)
AC: 31 (+23 Natural Armor, -2 Size Adjustment)
Concentration check: +24 (+19 Initial Value, +5 Constitution Modifier)
casts Fear (10 rounds) (Will save DC: 20)
Breath Attack (6d6 Cold damage) (Reflex save DC: 18)
Attack: +33/+26/+26/+26/+26 (bite1/claw/claw/bite2/bite2) (+2 Class, +24/+17/+17/+17/+17 Base Attack, +9 Strength modifier, -2 Size Adjustment)
Damage: bite1: 2d8+9 (Strength modifier) (slashing & bludgeoning & piercing)
Damage: claw: 2d6+4 (Strength bonus) (piercing & slashing)
Damage: bite2: 1d8+4 (Strength bonus) (slashing & bludgeoning & piercing)



2.20 The Rabbit Hole quest

Once you have gotten the note from Prince Zook IV from the Verbobonc noticeboard, talk to Prince Zook IV (Gnome Prince) in the Gnome Quarter. The Rabbit Hole is only accessible through a secret door near the staircase on the second floor down from the ground floor of The Castle of the Lords. The rabbit hole requires a spot skill of 15 or greater. You also have to have gotten the quest to find Prince Zook's gem.

In the Rabbit Hole, you will meet the gnome Uncle Orrengaard III (Prince Zook's relative) who will be able to give you hints (for a price) for completing 'The Gremlich' quest, the 'What Lies Beneath' quest, and maybe some other quests as well (such as 'The Slave Traders' quest).



2.21 What Lies Beneath quest

Read (use) the note from Captain Abiram on the noticeboard which is the Verbobonc signpost. Then talk to Captain Abiram (he is in the middle of Verbobonc City Hall). Buy and equip the Circlet of Discernment (Ah Fong has a 40% chance of having it for sale, and Senshock has a 50% chance of having it for sale if he has become a vendor in the Bazaar of the Bizarre) (or you can use the cheat code give 6482 which will place a Circlet of Discernment in a spare inventory slot of your currently selected character), then search for the 3 suspects in the Verbobonc drainage tunnels. Make sure that your talker has the Circlet of Discernment equipped while talking to the 3 suspects. Talk to Boroquin (the day steward) (he is only in the drainage tunnels during the day) (he is initially in the southwest corner of the drainage tunnels, then he patrols the drainage tunnels after you have encountered him), then successfully cast the spell Charm Person on him and talk to him again. Talk to Rakham (the night steward) (he is only in the drainage tunnels at night) (he is initially in the northwest corner of the drainage tunnels, then he patrols the drainage tunnels after you have encountered him), then successfully cast the spell Cause Fear on him and talk to him again. Find and talk to Panathaes (the asylum escapee) (he spawns in one of 8 different possible locations in the drainage tunnels) - he will attack you - during the combat, either successfully cast the spell Sleep on him or do enough nonlethal (subdual) damage to him in order to make him unconscious, then loot all of his items and read (use) his note. Then find the boy and girl (they spawn in one of 4 different possible locations in the drainage tunnels) and talk to them. You'll need to have a party size of 6 or less in order to be able to have the 2 children join your party so that you can take them up to the surface and then talk to Captain Abiram in order to complete the quest.

The killer has a Child's Locket in his inventory, so if you steal it from him, then that will give you 1 possible piece of physical evidence that you need in order to convict the culprit, but I believe that you won't need it if you do everything else stated in the above paragraph instead (but I could be wrong).

I believe that Panathaes only spawns after you have successfully interrogated both Boroquin and Rakham, and that the children only spawn after you have successfully interrogated Panathaes.

Originally posted by Gaear:
Quote:
In order for a day/night standpoint NPC to appear on a map at the assigned time of day (like the day and night shift stewards), there has to be a map change. i.e., the night steward will never appear if you go down there during the day and just wait til night. This is a core engine limitation.

Panathaes, the asylum escapee | Abiram says he's crazy. Panathaes acts crazy and cooperates not one bit. And he seems kind of sleepy. And Abiram tells you to knock him out. ( Hmm, conscious = get nowhere ... there must be another way. Think, man! )

Boroquin, the day steward | Abiram says he's borderline crazy. He acts surefire crazy. And after you exhaust all avenues of conversation with him, he refuses to talk further and screams at you that he doesn't trust you. ( Hmm, doesn't trust = won't talk ... )

Rakham, the night steward | Abiram says he's pretty normal, and he acts pretty normal, if a bit of a tough nut to crack. After you exhaust all avenues of conversation with him, he refuses to talk further and says he's not afraid of you. ( Hmm, not afraid = won't talk ... )

You have to find and speak to Panathaes (the asylum escapee guy) before the children will appear. This is scripted behavior.

Panathaes may be in any of eight hiding spots in the sewers that tend to be at the ends of hallways and whatnot. I'm not going to point them all out for you.

You have to be very near him and the children to detect them - within 10 in-game feet. This is done automatically by a PC party member who has a spot skill of 19 or greater.

Both Panathaes and the children are concealed/hiding, which means that when you detect them, they will suddenly appear and stand up.

If you are having trouble finding them, look for ripples in the water that appear where there appears to be nothing to cause them.

Look for [Panathaes] in a cave-like area of the sewers. [His location] varies, but it won't change within one playthrough. e.g., he won't move between trips down there, but he may move from one game to the next.

The quest can be done without the circlet, provided you have other sufficient communication skills. The only reason the circlet exists is because the damn spell of the same function doesn't work in ToEE, of course. The circlet is only one way, albeit the easiest.

The quest can be done without getting answers from Uncle Orrengaard, provided you pay attention to what people tell you, like any good investigator. Basically everyone tells you what their weaknesses are, without saying it outright.

You will also need to actually look for all involved parties. The sewers are big. People can and will hide from you and/or not cooperate with you. That was the idea. This was intended to be more of an interactive puzzle/haunted house ride than simply another Fedex quest, which is why all the need to figure things out. Fedex sucks, as we well know.

Lastly, nothing is certain, about anything - culprits, locations, statements, guilt, etc. Don't assume anything about anything. Watch your rep notifications to know for sure when you've got something to go on.

Panathaes is a joiner of any party with room, though it's not necessarily easy. It's possible that each of those guys [i.e. Panathaes, Boroquin, and Rakham] could be the culprit based on a random generator, though it's actually most likely that Panathaes will have done it.
Originally posted by HeJason:
Quote:
Do the rabbit hole quest before the sewer quest, Buying the Castle initiates the rabbit hole quest, then ask the gnome at the end of the rabbit hole questions, and bring lots of money. He gives lots of info.

You have to almost step on them [the children] for them to be found. Don't just walk down the center of the halls, walk in every single nook and cranny.


2.22 3 Fugitives quests

Wanted: Guntur Gladstone quest

Talk to Captain Achan (Verbobonc Officer) in the Verbobonc corrections facility (i.e. the dungeon of the Town Constabulary).

Gunter Gladstone is in the Spruce Goose Inn in Verbobonc.

Gunter Gladstone:
Shortsword +2
Shortsword +1
Tan Leather Armor +1


Wanted: Kendrew Commonworth quest

Talk to Captain Achan (Verbobonc Officer) in the Verbobonc corrections facility (i.e. the dungeon of the Town Constabulary).

Kendrew Commonworth is in the Snake Pit (brothel/whorehouse) in Nulb.

Kendrew Commonworth:
Silver Breastplate +1
Masterwork Greathammer


Wanted: Quintus Corpus quest

Talk to Captain Achan (Verbobonc Officer) in the Verbobonc corrections facility (i.e. the dungeon of the Town Constabulary).

Quintus Corpus is upstairs in the Inn of the Welcome Wench in Hommlet.

Quintus Corpus:
Masterwork Half-Plate
Bastard Sword +1


When conversing with each fugitive, make a deal with each fugitive to let the fugitive escape on the condition that he will reveal the location of one of the other fugitives. The fugitive will temporarily join your party. You keep doing this until you are with all 3 fugitives, whereupon the fugitives will spring their trap and attack you. If, on the other hand, your party doesn't have enough empty NPC slots for 1 or 2 of the fugitives to join your party, then each fugitive will attack you individually or as a pair. Then return to the Verbobonc corrections facility and talk to Captain Achan in order to complete each fugitive quest. You may be able to select a dialogue option while conversing with Captain Achan that will reveal that Captain Achan deliberately let the fugitives escape so that you would kill them.


2.23 Monster Mash quest

Talk to the "Priest" in the cellar of the Ruined Church of Pelor and then talk to Canon Ramses (Priest of Pelor) on the top floor of the Cathedral of Pelor and mention the Hextorites. You need to talk to Canon Ramses after killing the Hextor cell in order to complete the quest.

The Hextor cell is on the ground floor of the Temple of Elemental Evil.

Originally posted by Philip:
Quote:
Protection from Evil protects against attacks from Elementals. The result being that they still hit you, but do 0 damage. It's more or less essential for the 'Monster Mash' combat, and turns it from "almost impossible" to "really quite easy".

Priest of Hextor (162 HP) level 18
AC: 20 (+1 Dexterity Modifier (bonus reduced by Item: Black Plate +1), +8 Armor: Black Plate +1, +1 Enhancement: Black Plate +1)
casts a summoning spell each round (including the following monsters: Bebilith, Elder Fire Elemental, Elder Water Elemental, Fiendish Colossal Monstrous Spider, Hezrou, Leonal)


Notable lootable items:

2x Priest of Hextor (162 HP):
2x Mace +1 (Light Mace)
2x Black Plate +1

2x Cleric of Pelor (108 HP):
2x Masterwork Light Mace
2x Black Breastplate +1

2x Hextor Monk (110 HP):
2x Amulet of Mighty Fists +1
4x Masterwork Kama
2x Bracers of Armor +1

2x Hextor Monk (110 HP):
2x Amulet of Mighty Fists +1
2x Masterwork Quarterstaff
2x Bracers of Armor +1

2x Hextor Monk (110 HP):
2x Amulet of Mighty Fists +1
2x Bracers of Armor +1

Last edited by gazra_1971; 3 Days Ago at 09:10 AM.
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Old March 20th, 2012   #20
gazra_1971
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Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

2.24 The Gremlich quest

This quest is triggered by completing the 'Ratting out the Hextorites' quest. This quest will only trigger after you either complete the 'Monster Mash' quest or get the Hextor Rat reputation. Talk to one of the guards outside city hall. Then talk to Mona (her home is the building next to Ah Fong's shop in Nulb). Then talk to Uncle Orrengaard III in the Rabbit Hole to find out how to kill the Gremlich. The Rabbit Hole is only accessible through a secret door near one of the staircases in the lower level of The Castle of the Lords. The Gremlich teases you a few times before attacking (so just exit the random encounters where you encounter nothing but hear screaming). After killing the Gremlich, you may have to return to and talk to Mona in order to complete the quest.

How to defeat the Gremlich:

Originally posted by Gaear:
Quote:
Cast light-related spells on it - Searing Light, Flare, Faerie Fire ...

You're not going to damage it much with those spells, but the cumulative effect makes it vulnerable. You have to hit it three times with any of those spells while it is in a single form (e.g. the troll-like creature or the spirit) before it is reduced to less than 40% of its HP in that form, and then it will lose its ability to transform and you can kill it.

After you kill the Gremlich and talk to Mona and request the sports reward, you should get a random encounter fairly quickly that features two sets of enemies fighting each other. This will be on a random encounter map
Originally posted by Ausdoerrt:
Quote:
I don't think it's random - you get three warning random encounters as per classic RPG canon, and then the Gremlich shows up whenever you arrive somewhere at night. For me that was Nulb, though I heard it can show up in Verbobonc as well.

The Gremlich switches forms and heals as soon as he reaches "near death" state.

You gotta land 3 light spells while the Gremlich is in the same form to prevent him from switching. Seems like you don't have to kill him with light spells. Not 100% sure though, maybe just got lucky to deal enough damage fast enough.
The Gremlich (216 HP) DR(10/Holy) DResistance(7/-) DResistance(8/-) Immunity(Nonlethal) (10 foot reach)
AC: 38 (+19 natural armor, -1 size adjustment, +10 Dexterity modifier)
Attack: +18/+18/+18/+18 (+9 base attack, +10 Strength modifier, -1 size modifier) (..../..../Bite/....)
Damage: Bite: 1d8+5 (Strength bonus) (slashing & bludgeoning & piercing)
Fortitude save: +18 (+8 racial bonus, +10 Constitution modifier)
hit automatically damages Strength and automatically poisons (Dragon Bile poison and Malyss Root Paste poison) (Fortitude save DC 26 and DC 16)



2.25 Contract on Canon Thaddeus quest (evil quest)

Talk to the "Priest" in the cellar of the Ruined Church of Pelor in Verbobonc.


Notable lootable items:

Canon Thaddeus (Priest of Pelor) (182 HP) SR[15]:
Silver Banded Mail +1
Ring of Protection +2
Scarab of Protection (grants wearer Spell Resistance [15])
Ring of Fire Resistance, Major
Ring of Cold Resistance, Major
Holy Mace +1

2x Narwell Mage (50 HP):
2x Ring of Fire Resistance, Major (6.0.1 NC only)
2x Ring of Cold Resistance, Major (6.0.1 NC only)

4x Cleric of Pelor (44 HP):
4x Ring of Fire Resistance, Minor
4x Ring of Cold Resistance, Minor

18x Narwell Guard (120 HP):
18x Ring of Fire Resistance, Minor (6.0.1 NC only)
18x Ring of Cold Resistance, Minor (6.0.1 NC only)


2.26 Moathouse Respawn and Gnarley Forest

The Moathouse Respawn becomes accessible after you have completed at least one of the fugitive quests for Captain Achan in Verbobonc.

Read (use) Captain Asaph's note that you receive by checking the noticeboard at the Verbobonc sign post.


Moathouse Ruins

Notable items that NPC vendor sells:

Mother (Swamp Denizen)

Potion of Freedom of Movement
Potion of Cure Critical Wounds
Potion of Death Ward
Potion of Repel Vermin
Potion of Discern Lies
Potion of Lesser Globe of Invulnerability
Potion of Dimesion Door
Potion of Fire Shield
Potion of Remove Curse
Potion of Restoration
Potion of Protection From Arrows
Potion of Barkskin
Potion of Blur
Potion of Cat's Grace
Potion of Owl's Wisdom
Potion of Delay Poison
Potion of Remove Disease
Potion of Greater Magic Fang
Potion of Rage
Potion of Displacement


If you have the swamp lotus in your possession while talking to Mother, she may demand it from you. If you refuse to hand it over to her, then she will attack you.


Blaspheme (undead) (246 HP), Immunity (Nonlethal)
AC: 20 (+9 Natural Armor, +1 Dexterity Modifier)
Attack: +18 (+8 Base Attack, +9 Strength Modifier, +1 Feat: Weapon Focus (Unarmed Strike))
Damage: Bite (Slashing & Bludgeoning & Piercing) 1d8+9 (Strength Modifier)

Blood Amniote (120 HP), DR(10/-), Immunity (Nonlethal/Slashing/Piercing)
AC: 26 (+13 Natural Armor, -2 Size Adjustment, +5 Dexterity Modifier)
Attack: +9 (+7 Base Attack, +4 Strength Modifier, -2 Size Adjustment)
Damage: Slam (Bludgeoning): 2d6+4 (Strength Modifier)
damages target's Constitution upon hitting target
attaches to target upon hitting target
splits in 2 if struck by slashing or piercing weapons

Hulking Corpse (undead) (260 HP) DR(5/Magic), DR(5/Bludgeoning), Immunity (Nonlethal)
AC: 21 (+12 Natural Armor, -1 Size Adjustment)
Attack: +18/+13 (Bite/Claw) (+11/+6 Base Attack, +8 Strength Modifier, -1 Size Modifier)
Damage: Bite (Slashing & Bludgeoning & Piercing) 2d6+8 (Strength Modifier)
Damage: Claw (Piercing & Slashing) 1d6+4 (Strength Bonus)

Mohrg (undead) (168 HP) Immunity (Nonlethal)
AC: 23 (24) (+9 Natural Armor, +4 Dexterity Modifier) (+1 Feat: Dodge) (+4 Feat: Mobility)
Attack: +12/+12 (+7 Base Attack, +5 Strength Modifier)
Damage: Slam (Bludgeoning) 1d6+2 (Strength Bonus)
Damage: Bite (Slashing & Bludgeoning & Piercing) +5 (Strength Modifier)
Trip check: +5 (Strength Modifier)
Special Attack: Paralysis
bite or slam Fortitude save DC: 17 vs. paralysis

Nightwalker (undead) (294 HP), SR[29], DR(15/Magic), DR(15/Silver), Immunity (Nonlethal/Cold)
AC: 32 (+22 Natural Armor, -2 Size Adjustment, +2 Dexterity Modifier)
Attack: +24/+24 (Slam/Slam) (+12 Base Attack, +14 Strength Modifier, -2 Size Adjustment)
Damage: Slam (Bludgeoning): 2d6+14 (Strength Modifier)
Concentration check: +8 (+14 Initial Value, -6 Constitution Modifier)
casts Desecrate
casts Fear (Will save DC:15) (lasts for 10 rounds)
casts (Finger of Death?) (Fortitude save DC: 15)

Witch (70 HP):
Iolo's Joy (Repeating Crossbow +2; +1d6 sonic damage)
Amulet of Natural Armor +2
Dagger +2
Bracers of Armor +2


Gnarley Forest

Read (use) the witch's letter to travel to the Gnarley Forest. You cannot return to the Gnarley Forest once you leave it.

If for some reason you lose the witch's letter before you read it (you need it to complete the Moathouse Respawn), then you can use the following cheat code to get the letter back in your inventory:

give 11098


Notable lootable items:

Drow Leader (132 HP) SR[20]:
Longsword +2
Boots of Elvenkind

Drow Fighter (96 HP) SR[18]:
Masterwork Greatsword
Boots of Elvenkind

Drow Cleric (72 HP) SR[18]:
Masterwork Heavy Flail
Boots of Elvenkind

Drow Rogue (56 HP) SR[18]:
Masterwork Longsword
Boots of Elvenkind
Masterwork Chain Shirt

Drow Wizard (40 HP) SR[18]:
Masterwork Light Crossbow
Boots of Elvenkind
24 Silver Bolts


If you rescue the Witch, then she will offer you 1 of the following:

Ring of Resonance (once per day, restores all used Wizard spells that wearer had memorized) (you can get the Ring of Resonance either by stealing it from her, killing her, or talking to her (and then asking her if she will be alright) and then buying it from her for more than 20,000 gold)
Ring of Force Shield (+2 shield bonus to AC)
Morningstar +1
Periapt of Wound Closure (Regeneration like a troll)
Scroll of Disintegrate (Wizard Spell Level 6)
Diamond & Black Pearl


2.27 Hickory Branch

Hickory Branch becomes accessible after you have completed the 'Season of the Witch' quest (i.e. the Moathouse Respawn).

Read (use) Captain Asaph's note that you receive by checking the noticeboard at the Verbobonc sign post. Then while travelling on the world map, you will eventually get a random encounter with a Ranger who (upon talking to her) will add the location of Hickory Branch to your world map.

In the centre of Hickory Branch (just to the right of the bridges) is a MASSIVE army! There are SO many critters in this army that getting into combat against this army causes most of the critters to be inactive during the majority of the combat due to a limitation in this computer game (only 32 critters (including your characters) can be active in the combat queue). There is a rune field to the right of this army. If your party moves over the rune field while visible, then your party will take damage from exploding runes EVERY turn during combat! To avoid this rune field, make one of your characters invisible (or sneak) and move the character across one of the bridges to the left side of Hickory Branch and enter the crypt which is in the lower left area of Hickory Branch. When you map change, ALL of the characters in your party will appear in the crypt (thus allowing your party to bypass the rune field). There is a fiendish minotaur (named Noostoron) in the crypt. It's best to fight the massive army from the left side of Hickory Branch - that way, you avoid the rune field.

There is a pit on the left side of Hickory Branch. Any critter who moves onto the muddy patches on either side of the pit will immediately slide down into the pit. There is a chest in the middle of the pit that has a scroll of Dimension Door and 2 potions of Dimension Door that allow any of your characters to exit the pit. Don't waste these items - just have one of your characters who isn't stuck in the pit enter the crypt and, again, all of the characters in your party will appear in the crypt, thus escaping the pit.

Lord Hungous is in the cave at the left edge of the map. Make no mistake, this will be a tough combat! The Orc Warlock and the Orc Witch will start casting death spells at your characters if you don't take them out quickly enough. Don't let Lord Hungous full attack any of your characters because he does insane amounts of damage when he full attacks! Once you have killed Lord Hungous, when you exit the cave, you will fight all of the sergeants. After this combat, you will hear a scream. There is now a lich (named Angra Mainyu) just left of the centre of Hickory Branch. The lich can be deadly in the combat against it! After you kill the lich, you need to find and destroy the lich's phylactery in order to permanently destroy the lich.

Location of Angra Mainyu's (the lich's) phylactery:

Originally posted by Gaear:
Quote:
The phylactery spawns after you kill the lich. It's at one of 12 random locations on the Hickory Branch exterior map. It's very small - you just have to look around for it.
Click on the attached thumbnail below to see the 12 possible locations of the lich's phylactery.

After the random encounter with the Ranger, Bethany spends the rest of the game in the Verbobonc Constabulary. You talk to her in order to complete this quest (but be warned - as soon as you talk to her and complete this quest, Bethany charges your party a fee (of 500 gold?) EVERY time that your party arrives at Verbobonc for the rest of the game! (and maybe EVERY time that your party exits a building in Verbobonc!)).

The Officer's Club has not been implemented in the Circle of Eight Modpack New Content Edition yet.


Notable lootable items:

(incomplete)

Chest (in pit):
scroll of Dimension Door
2x Potion of Dimension Door

Fine Chest (in crypt):
Silver Sword of Chaos (Silver Anarchic Bastard Sword +1; Freedom of Movement)
Helm of Midnight (+2 Spot & Listen)
Robes of Midnight (+2 deflection bonus to AC; +2 Intimidate & Hide & Move Silently; Invisibility as a Ring of Invisibility)

Unholy Longbow +2 (unknown critter)

Angra Mainyu (Lich) (128 HP) (undead) DR(15/Bludgeoning) DR(15/Magic) Immunity(Nonlethal/Cold/Electricity)
AC: 26 (+5 natural armor, +1 Dexterity bonus, +5 Deflection: Magic Ring, +5 Armor: Magic Bracers)
Attack: +22 (+2 base attack, +10 class, +8 Divine Power, +2 Strength modifier)
Damage: 1d6+8 (+3 Strength bonus, +5 Enhancement: Unholy Quarterstaff +5) +1d8+5 (Extraordinary Ability (Cold)) and target must make Fortitude save DC 20
casts ? (ranged touch attack) Fortitude save DC 21 and Fortitude save DC 20 (take 5d6 Force damage if make both saves)
casts ?
casts Feeblemind
casts Blasphemy (Fortitude save DC 24 and Fortitude save DC 20 versus paralysis and/or ?)
casts Divine Power
Tumble check: +8 (+5 initial value, +3 Dexterity bonus)
Lootable items (note: these items only appear on the ground where the lich was slain after corpses have disappeared on the Hickory Branch exterior map):
Bracers of Armor +5
Ring of Protection +5
Unholy Quarterstaff +5

Captain Krunch (Orc Captain) (150 HP)
AC: 22 (+1 Dexterity bonus, +8 armor: Troll Bone Armor, +1 deflection: magic ring +2, shield:wooden orcish shield)
Attack: +27/+22/+17 (+15 class, +5 Strength modifier, +1 feat: weapon focus (warhammer), +4 Greater Heroism, +2 enhancement: magic warhammer)
Damage: 1d8+9 (+5 Strength modifer, +2 feat: weapon specialization (warhammer), +2 enhancement: magic warhammer) +2 (favored enemy (human))
Lootable items:
Warhammer +2
Troll Bone Armor
Ring of Protection +1

Lieutenant Ruff (Orc Lieutenant) (194 HP)
Falchion +2
Troll Bone Armor

Lord Hungous (Orc Commander) (216 HP) (252 HP Barbarian Rage)
Attack: +34/+29/+24/+19 (+9 Class, +9 Class, +8 Strength Modifier, +1 Feat: Weapon Focus (Orc Double Axe), +4 Greater Heroism, +3 Enhancement: Magic Double Axe)
Damage: Weapon: Magic Double Axe (Slashing): 1d8+17 (+12 Strength Bonus, +2 Feat: Weapon Specialization (Orc Double Axe), +3 Enhancement: Magic Double Axe) +2d6 (Item: Magic Double Axe (Slashing))
AC: 21 (+3 Dexterity bonus, +8 Armor: Mithral Plate, +2 Deflection: Magic Ring, -2 Barbarian Rage)
Lootable items:
Unholy Orc Double Axe +3
Mithral Plate
Ring of Protection +2
Non-conductive Metal Orcish Shield +1

Noostoron (Fiendish Minotaur) (336 HP) SR[11] DR(10/Magic) DR(2/-) DResistance(10/-) DResistance(10/-)
AC: 22 (+10 natural armor, -1 size adjustment, +3 Dexterity modifier)
Attack: +28/+23/+23 (Claw/..../Gore) (+18 class, +6/+1/+1 base attack, +5 Strength modifier, -1 size adjustment)
Damage: Claw: 3d6+7 (+5 Strength modifier) (piercing & slashing)
Damage: Gore: 1d8+2 (Strength bonus) (piercing)
casts Stoneskin (DR Points: 150) (Invulnerable(10/Adamantium))

8x Orc Archer (88 HP)
Longbow of Flame +1 or Longbow +1 or nothing
8x 80 arrows

2x Orc Assassin (114 HP) (level 12)
2x Longsword +2
2x Shortsword +2
2x Ring of Protection +1
2x Mithral Shirt

7x Orc Bowman (57 HP)
Longbow +1 or Masterwork Longbow or Longbow
7x 80 arrows

Orc Dominator (144 HP) (168 HP Barbarian Rage)
Falchion +2
Marauder Armor +2

10x Orc Fighter
10x Masterwork Falchion
random armor from the following list:
Masterwork Leather Scale Armor
Masterwork Scale Mail
Masterwork Studded Leather

6x Orc Marksman (112 HP)
Unholy Longbow of Electricity +2 or Longbow +2
6x Gloves of Dexterity +6
6x 80 arrows +2

3x Orc Medium (90 HP)
3x Masterwork Heavy Mace
3x Troll Bone Armor
3x Cloak of Resistance +2, Orange

2x Orc Murderer (138 HP)
2x Heavy Saber +2
2x Chain Shirt +1

3x Orc Sergeant (97 HP)
3x Falchion +1

3x Orc Shaman (60 HP)
3x Troll Bone Armor
3x Cloak of Resistance +2, Fur

12x Orc Sniper (96 HP)
Longbow of Frost +2 or Longbow +2 or Longbow +1 or Masterwork Longbow
Gloves of Dexterity +4
12x 80 arrows +1

6x Orc Theurgist (120 HP)
6x Unholy Heavy Mace
6x Troll Bone Armor
6x Cloak of Resistance +2, Red

2x Orc Trainer (132 HP) (level 12)
2x Spiked Chain +2
2x Barbarian Armor +1

Orc Warlock (150 HP)
Unholy Heavy Mace
Troll Bone Armor
Ring of Protection +1
Metal Orcish Shield +1

Orc Witch (84 HP)
Ring of Protection +2
Bracers of Armor +2

Sergeant Boonthag (Bugbear Sergeant) (202 HP)
Chain Shirt +3

Sergeant Ergo (Ogre Sergeant) (243 HP) (277 HP Barbarian Rage)
AC: 19 (+12 natural armor, -1 size adjustment, -2 Barbarian Rage)
Attack: +27/+22/+17/+12 (+3 base attack, +5 class, +8 class, +11 Strength modifier, -1 size adjustment, +1 feat: Weapon Focus (Greatclub))
Damage: 2d8+18 (+16 Strength, +2 feat: Weapon Specializtion (Greatclub))

Sergeant Kallop (Gnoll Sergeant) (168 HP)
Chain Shirt +3

Sergeant Naig Lliht (Hill Giant Sergeant) (200 HP)
AC: 17 (+9 natural armor, -1 size adjustment, -1 Dexterity modifier)
Attack: +19/+14/+9 (+9 base attack, +4 class, +7 Strength, -1 size adjustment)
Damage: 3d6+10 (Strength bonus) Hill Giant Maul (bludgeoning)


Originally posted by Sitra Achara:
Quote:
Resting in Hickory Branch will now behave the same way as travelling to rest in another location. (7.0.1 NC onwards)
If you rest twice, ogres and bugbears team up to hurl the cave blockage on your sleeping wizard, turning him to pancake! (7.0.1 NC onwards)
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Last edited by gazra_1971; 3 Days Ago at 09:20 AM.
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Old June 15th, 2012   #21
gazra_1971
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Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

2.28 The Slave Traders quest

Talk to Wilfrick (Lord Viscount) in the Lord Viscount's chambers in City Hall during the day. (Wilfrick's quest #2)

The slave traders are in the bottom right corner of Emridy Meadows.

You can avoid having one of your characters automatically killed before the combat with the slave traders begins by choosing the dialogue option to attack as soon as you can while conversing with the leader of the slave traders.

Originally posted by Gaear:
Quote:
There are no auto-kills with the slavers if you are solo.
If you attack and kill the slave traders without talking with them first, then the Verbobonc law enforcers will consider you a murderer of the rescuers of the child slaves and arrest you when you return to Verbobonc, and then offer you the choice to buy your freedom.

Originally posted by Gaear:
Quote:
Paying will eliminate the law repercussions for murdering them (e.g. no one will try to arrest you anymore), but it won't magically transform them into 'the slavers.' You won't complete the slavers quest and (I think) you'll still have the rep that says you are the rescuers' murderer. Also, it should be pretty straightforwad what options you have. You either pay up or get executed, and if you don't have the cash you can sell the gear you have on you. There's no way to delay it lawfully, although I guess you can teleport out [of jail] to try to grab more assets, but they'll always try to re-arrest you.
There is a gap below the slave traders that allows the player to move his/her characters one at a time around behind the slave traders so that the player's party can attack the slave traders from behind. This makes the archer in the slave traders incredibly vulnerable.


The Slave Traders:

Abaddon (Priest) (190 HP)
AC: ? (? Dexterity Modifier, +2 Item: Magic Amulet, +5 Armor: Magic Chainmail, +1 Enhancement: Magic Chainmail, +2 Deflection: Magic Ring, +2 Shield: Magic Shield, +2 Enhancement: Magic Shield)
Lootable items:
Incandescent Blue Ioun Stone (+2 Wisdom)
Amulet of Natural Armor +2
Chilled Light Mace
Ring of Protection +2
Steel Shield +2
Ring of Freedom of Movement
Fine Chainmail +1

Gadham (Warrior) (304 HP)
AC: 21 (22) (+1 Dexterity Modifier (bonus reduced by Item: Magic Banded Armor), +2 Item: Magic Amulet, +6 Armor: Magic Banded Armor, +1 Enhancement: Magic Banded Armor, +2 Deflection: Magic Ring, +4 Shield: Masterwork Metal Tower Shield) (+1 Feat: Dodge) (+4 Feat: Mobility)
Attack: +27/+22/+17/+12 (+18 Class, +5 Strength, +1 Feat: Greater Weapon Focus (Bastard Sword), +1 Feat: Weapon Focus (Bastard Sword), +2 Enhancement: Magic Bastard Sword)
Damage: Weapon: Magic Bastard Sword (Slashing) 1d10+9 (+5 Strength Modifier, +2 Feat: Weapon Specialization (Bastard Sword), +2 Enhancement: Magic Bastard Sword) +1d6 (Item: Magic Bastard Sword (Electricity))
Lootable items:
Pink Ioun Stone (+2 Constitution)
Amulet of Natural Armor +2 (enhancement bonus)
Conductive Bastard Sword
Ring of Protection +2
Masterwork Metal Tower Shield
Gauntlets of Ogre Power
Ring of Freedom of Movement
Black Banded Mail +1

Gershom (Rogue) (209 HP)
AC: 23 (+6 Dexterity Modifier (bonus reduced by Item: Magic Leather Armor), +2 Item: Magic Amulet, +2 Armor: Magic Leather Armor, +1 Enhancement: Magic Leather Armor, +2 Deflection: Magic Ring)
Attack: +30/+25/+20/+15 (+10 Class, +7 Class, +6 Dexterity Modifier, +1 Feat: Point Blank Shot, +1 Feat: Weapon Focus (Longbow), +3 Enhancement: Arrows +3, +2 Item: Magic Bracers)
Damage: Weapon: Magic Longbow (Piercing) 1d8+9 (+1 Feat: Point Blank Shot, +2 Feat: Weapon Specialization (Longbow), +3 Enhancement: Arrows +3, +1 Item: Magic Bracers) + 1d6 (Item: Magic Longbow (Cold)) (+2 Favored Enemy (Elf))
Will save: +6 (+3 Class, +3 Class)
Lootable items:
Gloves of Dexterity +2
Tan Leather Armor +1
Ring of Freedom of Movement
20 Arrows +1
40 Arrows +2
20 Arrows +3
Bracers of Archery, Greater
Frozen Longbow
Amulet of Natural Armor +2
Ring of Protection +2

Kenan-Be'thuel (Warrior) (294 HP)
Attack +29/+24/+19/+14 (+20 Class, +6 Strength Modifier, +1 Feat: Greater Weapon Focus (Battleaxe), +1 Feat: Weapon Focus (Battleaxe), +1 Enhancement: Magic Battleaxe)
Damage: 1d8+9 (+6 Strength Modifier, +2 Feat: Weapon Specialization (Battleaxe), +1 Enhancement: Magic Battleaxe), Weapon: Magic Battleaxe (Slashing)
Trip check: +6 (Strength Modifier)
Lootable items:
Pale Blue Ioun Stone (+2 Strength)
Amulet of Natural Armor +2
Voltaic Battleaxe
Ring of Protection +2
Steel Shield +2
Gauntlets of Ogre Power
Ring of Freedom of Movement
Black Plate +1

Persis (Barbarian) (304 HP) (342 HP with Barbarian Rage)
Attack +29/+24/+19/+14 (+18 Class, +9 Strength Modifier, +1 Feat: Weapon Focus (Spiked Chain), +1 Masterwork Weapon: Masterwork Spiked Chain), Weapon: Masterwork Spiked Chain (Piercing)
Damage: 2d4+15 (+13 Strength Bonus, +2 Feat: Weapon Specialization (Spiked Chain))
Will save: +8 (+6 Class, +2 Barbarian Rage)
Trip check: +9 (Strength Modifier)
Lootable items:
Amulet of Natural Armor +2
Scalded Spiked Chain
Ring of Protection +2
Barbarian Armor +1
Gauntlets of Ogre Power (+2 Strength)
Ring of Freedom of Movement

Sharar-be-L'ial (Rogue) (152 HP)
AC: 24 (+6 Dexterity Modifier (bonus reduced by Item: Magic Leather Armor), +1 Feat: Two-Weapon Defense, +2 Item: Magic Amulet, +2 Armor: Magic Leather Armor, +1 Enhancement: Magic Leather Armor, +2 Deflection: Magic Ring)
Attack: +19/+20/+14/+15/+9 (Kukri/Shortsword/Kukri/Shortsword/Kukri)
Kukri (+13 Class, -6 Dual Wield, +2 Light Off Hand Weapon, +2 Feat: Two-Weapon Fighting, +6 Dexterity Modifier: Weapon Finesse, +2 Enhancement: Magic Kukri)
Shortword (+13 Class, -10 Off Hand, +2 Light Off Hand Weapon, +6 Feat: Two-Weapon Fighting, +6 Dexterity Modifier: Weapon Finesse, +1 Feat: Weapon Focus (Shortsword), +2 Enhancement: Magic Shortsword)
Damage: Kukri (Slashing) 1d4+4 (+2 Strength Modifier, +2 Enhancement: Magic Kukri)
Damage: Shortsword (Piercing) 1d6+3 (+1 Strength Bonus, +2 Enhancement: Magic Shortsword)
Lootable items:
Deep Red Ioun Stone (+2 Dexterity)
Amulet of Natural Armor +2
Kukri +2
Black Leather Armor +1
Ring of Freedom of Movement
Gloves of Dexterity +2
Ring of Protection +2
Shortsword +2

Tarah-ka-Turah (Sorceress) (198 HP)
AC: 28 (+4 Dexterity Modifier, +5 Item: Magic Amulet, +4 Deflection: Magic Ring, +5 Armor: Magic Bracers)
Concentration check: +13 (+9 Initial Value, +4 Consitution Modifier)
casts Greater Invisibility, Magic Circle against Good?, Finger of Death? (Fortitude save DC:20 vs. death)
Lootable items:
Scarlet & Red Ioun Stone (+2 Intelligence)
Ring of Freedom of Movement
Bracers of Armor +5
Smelted Longsword
Amulet of Natural Armor +5
Belt of Giant Strength +4
Ring of Protection +4


2.29 The War of the Golden Skull

The War of the Golden Skull becomes accessible after you have completed Wilfrick's first two quests - 'Frozen Assets' and 'The Slave Traders'. 'War of the Golden Skull' is the third quest given out by Wilfrick.

You don't need the Orb of Golden Death in your possession in order to do the 'War of the Golden Skull'.

Ariakas is in building #12 (Town Defense) (Kenter Nevet's home) in Hommlet.

You can't rest during the War of the Golden Skull, so:

Originally posted by wizgeorge:
Quote:
Keep lots of scrolls and potions and don't rest. About 10 Fireball scrolls will help.
Originally posted by Gaear:
Quote:
Fireforge should be on the second floor of the Inn of the Welcome Wench after Ariakas tells you about him after completing 'War of the Golden Skull: Defender'. He won't show up in Verbobonc until after you complete his quest and hire him to be your blacksmith. Once Dwarf Fireforge has travelled to Verbobonc, he is in Verbobonc during the day, outside your castle by that small outbuilding that's right next to the ledge over the river.
War of the Golden Skull: Attacker quest (evil quest)

You can only trigger this quest if you have a PC who worships Hextor. Start the 'War of the Golden Skull: Defender' quest, then have your party leader (who worships Hextor) talk to Wakefield (Hextor Priest).

Originally posted by Gaear:
Quote:
You can only opt to be an attacker on the fly by joining up with Wakefield outside the town elder's after they show up in town. You also have to be a hextorite.
During the War of the Golden Skull, the good NPCs and soldiers in Hommlet are all standing in the cellars (underground levels) of the main buildings (i.e. the cellar of the Inn of the Welcome Wench, the dungeon of Burne's Guard Tower, one of the levels in the Church of St. Cuthbert, Jaroo's Grove, etc.).

If you complete the 'War of the Golden Skull: Attacker' quest, then you will be unable to do the 'Tools of the Trade' quest, the 'Of Castles and Quarries' quest, the 'Lords and Ladies' quest, and the 'Demons and Demigods' quest, and Fireforge won't become a vendor in Verbobonc, and the guards and citizens of Verbobonc will attack you on sight.


War of the Golden Skull: Defender quest

Talk to Ariakas in Kenter Nevets' (Town Elder's) home (Town Defense) in Hommlet, then wait in Hommlet for two days, then revisit Ariakas at night. The requirements are that it only happens at night, and that it doesn't kick in for two days. (Wilfrick's quest #3)

Originally posted by Gaear:
Quote:
[During the War of the Golden Skull,] you can get a limited supply [of healing potions] from various Hommlet persons in their hideouts.

[You will fail the quest] if you leave [Hommlet] after the attack starts IIRC.

Town Defense

Masterwork Sling (Hextor Enchantress) (78 HP) SR[22]

Wakefield (Hextor Priest) (231 HP) SR[20]:
Black Rod (+2 light mace; can cast Inflict Serious Wounds, Magic Circle vs. Good, Animate Dead. Each casting uses one charge)
Black Plate
Masterwork Metal Tower Shield

Hextor Elementalist (72 HP) SR[15] DR Points: 140
Masterwork Light Crossbow
Ring of Protection +2
Robes of Midnight
Bracers of Armor +3


Church of St. Cuthbert

30 Bolts +1 (Hextor Cleric) (120 HP) SR[15]


Guard Tower

30 Bolts +1 (Hextor Cleric) (120 HP) SR[15]


Grove

30 Bolts +1 (Hextor Cleric) (120 HP) SR[15]


Welcome Wench Inn

30 Bolts +1 (Hextor Cleric) (120 HP) SR[15]


Ariakas (note: you can only choose 1 of the following as a reward for completing 'War of the Golden Skull: Defender'):

Longspear +2
Halberd +2
Greataxe +2
Flail +2
Scimitar +2
Bastard Sword +2
Dwarven Waraxe +2
Gnome Hooked Hammer +2

If you complete the 'War of the Golden Skull: Defender' quest, then Ariakas will tell you that Lady Asherah has offered you an audience with her. If you accept her offer, then you are able to do the 'Lords and Ladies' quest and the 'Demons and Demigods' quest.


2.30 Tools of the Trade quest and Hommlet Quarry

You need to have completed the 'War of the Golden Skull: Defender' quest and then to have talked to Ariakas afterwards in order for Fireforge the dwarf blacksmith to appear in the game, otherwise you won't be able to do the 'Tools of the Trade' and 'Of Castles and Quarries' quests.

Talk to Fireforge (Blacksmith) upstairs in the Inn of the Welcome Wench. You may need to talk to him twice in order for the Hommlet Quarry to be added to your world map.

Fireforge will ask you to retrieve mithril tools for him. An evil, exiled dwarf king named King Battlehammer has the mithril tools. Battlehammer is inside a cave at the Hommlet quarry. Returning the mithril tools to Fireforge causes Fireforge to relocate to Verbobonc where he will spend the rest of the game trading items near the building just above and to the left of the Castle of the Lords.


Notable lootable item when doing evil deeds:

Fireforge (Dwarf Blacksmith) (168 HP) Spell Resistance [20]
Masterwork Light Mace


Hommlet Quarry

To travel to the Hommlet Quarry, you have to left-click on the text of the name of the place on the right side of the world map interface.


Notable lootable items:

Drow Ranger (210 HP) SR[22]:
Icing Death (scimitar +3, delivers a frost attack to its opponents)
Twinkle (scimitar +3, +2 Defending bonus, so lightweight & well balanced that it is considered a small weapon)
Cloak of Elvenkind
Boots of Speed
Gloves of Dexterity +6
Black Elven Chain (+8 AC, max. dex bonus: +8, Weight: 15, ACP: -3, SF: 5%)

King Battlehammer (Dwarf King) (252 HP), Spell Resistance [20], DR (3/-):
Dwarven Plate +2
Dwarven Forge Gauntlets (elemental resistance +10 against fire; cast Produce Flames once per day)
Abbathor's Great Hammer +1 (Unholy Axiomatic Defending)
Wooden Shield +4

25x Dwarf Warrior (210 HP) SR[16]:
25x Dwarven Plate


2.31 Water Node

You enter the Water Node by activating the aqua (green/blue) portal in the Greater Temple (Temple of Elemental Evil dungeon level 4).

Once you enter any of the 4 elemental nodes, the only way to leave the nodes is to either activate the portal behind the Demon Guardian or by casting the spell Teleport.

Originally posted by Sitra Achara:
Quote:
Fire spells now do double damage in the Fire Node (as per the module; and half damage in the Water Node). Cold spells now do double damage in the Water Node. The damage die are doubled or halved in the relevant nodes (x2 for fire on Fire Node, 1/2 for fire on Water Node, and vice versa; rounded down for 1/2). Watch out for 20d6 Fireballs and 22d6 Cones of Cold!
There are 2 huge, powerful monsters that can paralyze your entire party just to the right of where your party appears in the Water Node.

There are 4 Ice Tyrants to the lower right of where your party appears in the Water Node. If you intend to kill the Ice Tyrants, then it's best to only have your rogue(s) approach the Ice Tyrants because your rogue(s) has the best chance of evading their Cones of Cold.

The Hezrou Guardian and exit portal are above where your party appears in the Water Node.

The Hezrou Guardian has one weakness: holy weapons. The easiest way to defeat the Hezrou Guardian is to arm all of the characters in your party with holy weapons.


Notable lootable items:

7x Grank's Bandit:
7x Masterwork Shortsword
7x Masterwork Rapier


Hezrou Guardian (273 HP), SR[19], DR (10/Holy), DResistance (10/-), Immunity (Electricity)
AC: 23 (+14 Natural Armor, -1 Size Adjustment)
Concentration check: +28 (+18 Initial Value, +10 Constitution Modifier)
Hezrou Stench (100 rounds) Fortitude save DC: 24 vs. Sickened! Staggered!
casts Summon Hezrou
casts Unholy Blight (2 rounds)
casts Chaos Hammer (6 rounds)
Lootable item:
Water Elemental Power Gem

Ice Tyrant (Beholder-kin) (132 HP), Immunity (Cold), Caster Level: 11
AC: 26 (+15 Natural Armor, -1 Size Adjustment, +2 Dexterity Modifier)
Cone of Cold (22d6 Cold damage) (Reflex save DC: 14)


2.32 Fire Node

You enter the Fire Node by activating the red portal in the Greater Temple (Temple of Elemental Evil dungeon level 4).

Once you enter any of the 4 elemental nodes, the only way to leave the nodes is to either activate the portal behind the Demon Guardian or by casting the spell Teleport.

Originally posted by Sitra Achara:
Quote:
Fire spells now do double damage in the Fire Node (as per the module; and half damage in the Water Node). Cold spells now do double damage in the Water Node. The damage die are doubled or halved in the relevant nodes (x2 for fire on Fire Node, 1/2 for fire on Water Node, and vice versa; rounded down for 1/2). Watch out for 20d6 Fireballs and 22d6 Cones of Cold!
Originally posted by Zalmoxes:
Quote:
Very easy to avoid Noble Salamanders' fireballs: [cast the spell] Lesser Globe of Invulnerability. Game over for salamanders, you win.
Noble Salamanders and Fire Toads and the Balor Guardian will do fire damage to any character who hits them in melee.

There are 6 Noble Salamanders guarding a chest at the right edge of the Fire Node.

The Balor Guardian and exit portal are above where your party appears in the Fire Node.

The Balor Guardian has one weakness: holy weapons. The easiest way to defeat the Balor Guardian is to arm all of the characters in your party with holy weapons.

Position ALL of your characters JUST out of range of where the Balor Guardian triggers dialogue with your party. Then cast the following buffing spells just before you enter combat (in the following order):
Protection From Evil (makes the recipient immune to Charm/Dominate spells)
Death Ward (makes the recipient immune to death spells)
Enlarge Person
Greater Heroism (makes the recipient immune to fear) (characters that have at least 3 paladin levels are immune to fear)
Prayer (make sure that you get everybody within the radius of the spell, including the Balor Guardian and the Efreet)
Haste

Notable lootable items:

Chest in Fire Node (Open Lock DC: 40)

Chest:
Holy Greataxe +1
Amulet of Wisdom +4
Wand of Cure Moderate Wounds
Scroll of Raise Dead


Balor Guardian (360 HP), SR[28], DR (15/Holy; Cold), DResistance (10/-), Immunity (Fire/Electricity/Nonlethal), Caster Level: 20, unaffected by Cloudkill spell
AC: 36 (+20 Natural Armor, -1 Size Adjustment, +7 Dexterity Modifier)
Attack: +33 (+20 Base Attack, +12 Strength Modifier, -1 Size Adjustment, +1 Feat: Weapon Focus (Longsword), +1 Enhancement: Magic Longsword)
Damage: Weapon: Magic Longsword (Slashing) 2d6+19 (+18 Strength Bonus, +1 Enhancement: Magic Longsword) +1d6 (Item: Magic Longsword (Fire))
Concentration check: +33 (+23 Initial Value, +10 Constitution Modifier)
Attacker receives 1d6 heat damage if attacker hits Balor Guardian while close to the Balor Guardian.
summons Glabrezu or Balor
casts Fear (10 rounds) (DC: 25)
casts Dominate Monster (12000 rounds) (Will save DC: 27)
casts Dispel Magic (DC: 23 or 26)
casts Finger of Death? (Fortitude save DC: 18)
Lootable item:
Fire Elemental Power Gem

Last edited by gazra_1971; 2 Weeks Ago at 09:25 AM.
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Old October 1st, 2013   #22
gazra_1971
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Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

2.33 Demons and Demigods quest

Talk to Lady Asherah. She's in the house to the left of the Ruined Church of Pelor in Verbobonc. You only get access to Lady Asherah after completing the 'War of the Golden Skull: Defender' quest.

When you talk to Lady Asherah, you will be teleported to the Verbobonc arena where you will immediately start a combat against 4 opponents.

Your party alignment determines which 4 opponents that you face in the 'Demons & Demigods' quest.

Originally posted by Gaear:
Quote:
Lawful Neutral, Lawful Good, and Neutral Good get Iuz.

Lawful Evil, True Neutral, and Chaotic Good get the balors.

Neutral Evil, Chaotic Evil, and Chaotic Neutral get St. Cuthbert.
Once you have killed the 4 opponents, when you return to Lady Asherah's home, there is a random chance that either of 2 things will happen (note: you have no control over this!):
1. You will be too late to save Lady Asherah and she will die while you speak to her; or
2. You save Lady Asherah and complete the quest.

When fighting the Balors, 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.


Balor Guardian (360 HP), SR[28], DR (15/Holy; Cold), DResistance (10/-), Immunity (Fire/Electricity/Nonlethal), Caster Level: 20, unaffected by Cloudkill spell
AC: 36 (+20 Natural Armor, -1 Size Adjustment, +7 Dexterity Modifier)
Attack: +33 (+20 Base Attack, +12 Strength Modifier, -1 Size Adjustment, +1 Feat: Weapon Focus (Longsword), +1 Enhancement: Magic Longsword)
Damage: Weapon: Magic Longsword (Slashing) 2d6+19 (+18 Strength Bonus, +1 Enhancement: Magic Longsword) +1d6 (Item: Magic Longsword (Fire))
Concentration check: +33 (+23 Initial Value, +10 Constitution Modifier)
Attacker receives 1d6 heat damage if attacker hits Balor Guardian while close to the Balor Guardian.
summons Glabrezu or Balor
casts Fear (10 rounds) (DC: 25)
casts Dominate Monster (12000 rounds) (Will save DC: 27)
casts Dispel Magic (DC: 23 or 26)
casts Finger of Death? (Fortitude save DC: 18)


Iuz (780 HP) SR[35]
Chaotic Evil male human level 20 cleric / level 10 rogue (outsider, extraplanar)
Strength: 42
Dexterity: 24
Constitution: 26
Intelligence: 24
Wisdom: 31
Charisma: 24
Cleric Domains: Evil, Destruction
Special Quality: Damage Reduction (15/-)
Special Quality: Spell Resistance [35]
Special Quality: Immunity (Poison/Electricity/Acid/Cold/Confusion)
Special Quality: Untripable
Special Attack: Smiting
Special Quality: Energy Resistance (Fire: 10)
Special Quality: Stable
Special Quality: Deflection Bonus: 10
Special Quality: ability same as a 'Ring of freedom of movement'
Challenge Rating: 50
Save vs. Reflexes: 15 (this is probably added to his Dexterity Modifer to give his actual Reflex Save)
Save vs. Fortitude: 15 (this is probably added to his Constitution Modifer to give his actual Fortitude Save)
Save vs. Willpower: 15 (this is probably added to his Wisdom Modifer to give his actual Willpower Save)
Attack: +62/+57/+52/+47/+56/+48/+51/+43/+46 (+20 Base Atack, +15 Class, +7 Class, +16 Strength Modifier, +1 Feat: Weapon Focus (Greatsword), +3 Enhancement: Iuz's Greatsword) (-6 Dual Wield) (-10 Off Hand)
Damage: weapon: Iuz's Greatsword (Slashing) 2d6+27 (+24 Strength bonus, +3 (Enhancement: Iuz's Greatsword)) +2d6 (against Lawful targets only) +2d6 (against Good targets only)
AC: 43 (44) (+16 Natural Armor, +7 Dexterity modifier, +10 Deflection bonus) (+1 Feat: Dodge)
Hit Dice: 50
Feats: Combat Reflexes, Crippling Strike, Weapon Focus (Greatsword), Spring Attack, Improved Critical (Greatsword), Cleave, Great Cleave, Improved Initiative, Mobility, Dodge
Skill ranks: Bluff: 53, Concentration: 53, Hide: 53, Move Silently: 53, Sense Motive: 53, Tumble: 53, Spot: 53, Listen: 53, Search: 53, Spellcraft: 53
Spells: Animate Dead


St. Cuthbert
Lawful Neutral male human level 20 cleric / level 20 fighter (outsider, extraplanar)
Strength: 38
Dexterity: 24
Constitution: 27
Intelligence: 24
Wisdom: 45
Charisma: 29
Hit Points: 520 (this is added to his (Constitution Modifier X character level = 8 X 40 = 320) to give his actual Hit Points which are 840)
Cleric Domains: Destruction, Law
Special Quality: Damage Reduction (25/-)
Special Quality: Spell Resistance [67]
Special Quality: Energy Resistance (Fire: 20)
Special Quality: Immunity (Confusion/Electricity/Poison/Acid/Cold)
Special Attack: +2d6 Holy damage
Special Attack: +2d6 Lawful damage
Special Attack: Smiting
Special Quality: Untripable
Special Quality: Deflection Bonus: 24
Challenge Rating: 60
Save vs. Reflexes: 19 (this is probably added to his Dexterity Modifer to give his actual Reflex Save)
Save vs. Fortitude: 19 (this is probably added to his Constitution Modifer and Great Fortitude feat bonus (which is +2) to give his actual Fortitude Save)
Save vs. Willpower: 19 (this is probably added to his Wisdom Modifer and Iron Will feat bonus (which is +2) to give his actual Willpower Save)
AC: 71
Hit Dice: 60
Feats: Weapon Specialization (Heavy Mace), Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Critical (Heavy Mace), Iron Will, Weapon Focus (Heavy Mace)
Skill ranks: Concentration: 41, Diplomacy: 42, Listen: 92, Search: 84, Sense Motive: 164, Spellcraft: 102, Spot: 86, Use Magic Device: 72, Survival: 82


How to defeat the 4 avatars of Iuz and St. Cuthbert during the 'Demons & Demigods' quest:

Originally posted by wasbear:
Quote:
It was surprisingly easy at the end. I was playing with a CN cleric 19 of Obad-Hai/fighter 1 (chaotic evil party). First of all, you can prebuff before the fight, since the encounter is triggered by talking to Lady Asherah after the dinner. I cast 10+ stoneskins (from a wand), extended righteous might (important), extended divine power and haste (from wand or boots) before the fight. The weapon of choice is Scather/Fragarach with power attack on maximum. If you use it as a two-handed weapon (no exotic weapon proficiency), you can get up to +70 guaranteed damage from power attack alone, plus all the strength modifiers, etc. Armor and shield don't matter, since you'll get hit anyway.

Anyway, once the fight starts, run away from the avatars and draw 1-3 of them after you. The avatars have a reach of 5 feet, whereas you have a reach of 10 feet. Thus, you should take a 5-foot step before every full attack and the avatars will only be able to do 1 attack per turn each. Once you don't have to face ~15 attacks per round from each avatar, the battle becomes almost too easy.

The same strategy should also work for Iuz, although a CG character may be able to go toe to toe and finish them off all at once with inifinite AOOs.

I was able to prebuff before the fight and also teleport out using the Helm of Teleportation. I could then reenter the Arena and the avatars were still there, waiting for me.

At level 20, you can set your power attack up to 20 (full BAB class). Cast divine power twice and you should be able to set it to 40. The bonus is doubled for two-handed weapons to give a potential 80 bonus damage. The cleric I used only had a BAB of 15, so 2x(15+20)=70 bonus damage per hit.

You have to be careful since their crits/sneak attacks may go through all the stoneskins. Then just stand there and take their hits - hitting them with infinite AOOs when they hit you. I had to cast Heal once during the fight, but otherwise it was quite easy.
Originally posted by UncleBuck:
Quote:
After numerous failures, here's how I beat the 4 Iuz avatars. My party has six 20th level PC's -- Paladin, Fighter/Barb Rogue, Wizard, and Sorceror. Rogue has max ranks Use Magic Device Skill and scrolls of mass heal. Paladin has Golden Skull with all the Gems, Fighter/Barb has Scather, Cleric has Lareth's Club. Sorceror summoned elder elementals to occupy avatars, Paladin used Golden skull to summon demons to occupy avatars (one avatar even got sickened from the Hezrou stench). Balor was a waste of time, just cast dispel magic on my party before getting whacked by an avatar and exploding. Rogue used scrolls to cast mass heal on party. Wizard cast buffs on party (haste, quickened stone skin, forgot the rest). Before fight, Cleric cast multiple Heroes Feast spells on party. During the fight, Cleric cast quickened Greater Magic Weapon on Lareth's club and quickened Divine Favor, Divine Power, and Righteous Might on self. CG Barb raged and increased Power Attack to maximum. Summoned elementals and demons kept the avatars tied up, mass heal kept everyone alive, the haste gave extra movement and attacks, the stone skin helped keep the Fighter/Barb alive. Scather worked ok, but had difficulty keeping the Fighter/Barb alive since could only get a single stone skin spell per round on him from the wizard. Most effective was cleric with Lareth's club. Just about never missed the avatars and did massive damage. Cleric killed one avatar in a single full round attack. Still a very, very nasty fight.
Originally posted by zebrainz:
Quote:
Never been a fan of the Meld to Stone or Resilient Sphere strategies necessary for me to survive the Iuz and Cuthbert encounters, but it's still the only way I can beat them, so far...

On the dismissal spell that worked on 1 Iuz, 1 time, I found out later from replays of old saves that DC=1 for dismissal of Iuzes and Cuthberts. That 1 Iuz must have rolled a critical miss of 1 to save vs <extraplanar> dismissal after the spell got through his SR. Never happened again.
Originally posted by Zalmoxes:
Quote:
I'll start by saying that this is NOT a guide but merely the way I did it. I am absolutely sure that there are several ways to tackle this battle, depending on style of play of any of us.
Party of 6 PCs. Wiz19/Barb1. Cle19. Sorc10/Monk5. Dru19/Barb1. Ftr10/Barb10. Bard10/Rog10.
Basically, my Wiz cast Enlarge Person on Fighter10/Barb10 with Scather, Power attack at Max, Hastened by the Bard. That way he can hit hard while out of reach.
Druid keep summoning Earth elementals, they last longer. When wizard not busy casting Stoneskin (wand) on Fighter (which is every other turn) he summons chain devils. They don't die!!!!!!! They have troll-like regeneration. You'll be surprised then of other interesting summons. Nixies and Pixies are good! Forget Bears and the like. Cleric can offer herself as decoy using meld into stone (she has the periapt of wound closure as well, what can I say, I have a soft spot for her,"Hope"). Sorcerer helps with other summons, healing, Stoneskins, etc..... Same the Bard.
To draw sums, keep the Iuzes distracted while your "muscles" hack at them. And one more thing, you took "Improved initiative" feat, noooooo?
Originally posted by veryfinemale:
Quote:
After many failed attempts to defeat the 4 avatars of Iuz, I finally defeated all of them.

Thought I would share my method.

First I was able to pre buff, which was a pleasant surprise. All previous times I went to talk with Lady A and enjoyed an evening of pleasure. After the blank cut scene, game would immediately go to dialog and then I am sent off to fight. However, this time after the scene, I am just standing around in the room. I took the chance to buff up to the max, then I started the dialog with Lady A (when I was ready). Honestly I am not sure why or how this happened, but it was helpful.


On to the actual battle.
My previous attempts used a lot of wasted spells trying to damage Iuz. Polar Rays, Slay Living, and others all used but then proved to have no effect. That resulted in a LOT of wasted time.

This attempt I changed plan to cast as many summoned creatures to fight Iuz (and take damage) for me. Tough to surround all 4 in first couple rounds. But it is possible. A quickened lower level Summon Monster and another Summon Monster is possible from a couple spells casters. Continue to summon many creatures (and Magnificant sword and/or spiritual weapon) to fight. Mainly spellcasters are to occupy and distract (with creatures who take damage for party) and not so much to damage Iuz. Many Earth Elementals proved to be helpful.

Fighters and others. Perhaps 2 attackers at a time carefully approach an Iuz (who is busy dealing with summoned creatures) 5 foot step is Important,as you do NOT want to have to take FULL attack from Iuz. Hopefully you can attack and have Iuz still continue to attack summoned creatures, but no promise there Also Cleave allows him to strike you after he kilss a summoned creature.

I have a Monk in the party who had nice high AC, but did limited damage. So I used Monk to run around using Scrolls to heal party members. You need many significant scrolls or potions. Cure light wounds has limited effectiveness as it heals 5-10 points of damage (something like that) but you will take 50 points of damage easily from Iuz. Cure critical wounds and Heal spells are needed and lots of them.
I also have Cleric use Miracle spell twice. Miracle is nice, but the character returns to live with limited HPs. A Heal spell is needed in next round (or from another Character).
I had a pure fighter "die" 3 times in the fight, only to be "saved" by miracle spells and raise dead.

I have a party of 6 20th level characters and the fight took a LONG time
45 mins (I think of actual real time)
Originally posted by Ank:
Quote:
I can hit the Cuthberts 'well enough' at least 15 BAB class +4 bard's courage +2 barbarian rage & greater weapon focus +2 flanking +3 weapon craft +1 weapon focus +3 belt of giant strength +3/4/5 natural strength/ bonus +2 mass bull's strength +1 haste spell = ~+40 to hit plus what ever else & roll. So yep unless u try to make a pure wiz/sorc/unarmed monk hit in melee or ranged combat, whom ever has at least a 3/4 BAB rate should hit like 1 of 4 shots or better (or so I recall).
Originally posted by General Ghoul:
Quote:
One good trick for Iuz, or any other tough fight, is to give him a target he cannot kill, such as a charmed troll, or a summoned chain devil. They will go down to the subdual damage, but as long as they were the first target, he will keep wailing on them. In one fight I had a chain devil at -2400 hps, while my guys stood back for a while then moved in behind him.
Originally posted by lakebumbill:
Quote:
Well if I had not exploited a bug, I think I could have battled Iuz 500 times without a victory.

The bug is with Fragarach sword in hand, put Resilient Sphere on and the attacks of opportunity still pass through but your Chaotic Neutral fighter takes no damage.

So Iuz basicaly deals himself 40 points of damage per swing x 8 attacks per round 320 points per round ....3 rounds they all drop.
Originally posted by marc1967:
Quote:
It takes while, but you can defeat the Iuz avatars about 90% of the time with the following method, which does not include any Meld To Stone or Ottiluke's Resiliant Sphere shenanigans. Also, no prebuffing or monster summoning is involved or necessary. Leave your armor and shields at the castle, as you'll need the extra speed and tumble capabilities, and his attacks are something like +62/+57/+52/... which will go through any armor class anyways. Remember, these things are just really powerful monsters with lots of spell resistance. The don't use death magic, or cause fear, or cause sickness, etc. Maybe in the next revision? By Beory no !!

The first two turns are critical, and where you are most likely to die, especially if initiative doesn't go your way. The most important skills/feats to have at this time, and really for the whole encounter, are "Tumble" and "Quicken Spell". Everyone is likely to take a single hit along the way in turns 1 and 2, but at near 20th level each character should be able to handle it.


Turn 1:

1. Cast Haste on everyone (or all equipped with boots of speed).

2. Cast Enlarge Person on one or two Fighters. One should have Scather, and the other a top line holy weapon. It can be done without Scather, but will take much much longer.

3. Get as many Stoneskins as possible on everyone, especially the guy with Scather. Wizards, Clerics, and Rogues with scrolls can do this.

4. Scatter like cockroaches. Don't clump together, especially in the middle, but stay in pairs if possible. This needs to be done carefully, as the Stoneskins require a touch to cast.


Turn 2:

This is the most difficult round to dictate. Depending on how initiative went, and who may have taken a nasty blow in round one, each character may act differently. If you are undamaged, risk getting bonked once to run a Stoneskin to someone. If you got hit do a Mass Heal, or run for safety and wait for one. Continue positioning yourself in a scattered way, drawing the avatars apart.


Turns 3 and on:

1. The two enlarged fighters each begin engaging a single Iuz, making their full attacks from 10 feet away, and being careful not to get surrounded. It is CRITICAL that they stay 10 full feet away from the avatars so the avatars can't get a full attack on them. Make a full attack, then do a 5 foot step and take a single hit. If they get you surrounded, or in a position where you will be prone to a full attack, use your superior speed and Tumble to scamper off towards a spellcaster to get buffed or healed, and then re-engage them a few turns later.

2. The non-fighers cast Mass Heals or Miracles on all your casualties, while continuing with the Stoneskins. Always cast something. If you find a character alone with no one to target, have that character give himself another Stoneskin, or drink a Heal potion (Mother Screng sells these, and each character should have 3 in their inventory) - this will aid him when he runs back into the fray.


The tide turns:

The dude with Scather should be able to take down the first avatar in four or five turns. Once the first avatar is down, it really gets a lot easier. At that point everyone has 2 or more Stoneskins, which makes the single blows become less severe. Each Fighter enages an avatar, while the others divert the third and continues with Stoneskins and Mass Heals. It take a while longer, but from this point on victory is assured.

Usually there is one casualty along the way - someone who took a critical hit, or got a double attack in the first three turns. But hey, it's the last adventure, so just Raise him and retire.


2.34 Special random encounters

Swamp Lotus

The swamp lotus is always on the left side of a random encounter on a swamp map.



Assassin

Assassin
Chaotic Evil human level 10 rogue
Strength: 14
Dexterity: 20
Constitution: 16
Intelligence: 13
Wisdom: 10
Charisma: 8
Feats: Crippling Strike, Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse (Short Sword)
Skill ranks: Bluff: 13, Hide: 13, Intimidate: 13, Listen: 13, Move Silently: 13, Search: 13, Sense Motive: 13, Spot: 13, Tumble: 13
Lootable items:
Gloves of Dexterity +2
Mithral Shirt
Rapier +2
Wakizashi +1
Mithral Shirt



Skole's Goons

4x Skole's Goon:
4x Masterwork Bastard Sword



A band of adventurers

Approaching the band of adventurers causes their leader to talk to you. Choosing to start a combat against them is an evil act and will cause any "good" NPCs in your party to turn against you.


Warhammer +1 (Ogavick (Fighter) (65 HP))

Neukoln (Ranger) (41 HP), Resist Energy: 10:
Shortsword +1
Brown Leather Armor +1

Non (Rogue) (35 HP):
Brown Leather Armor +1
Shortsword +1

Ikian (Cleric) (50 HP):
Full Plate Armor
Steel Shield +1
Mace +1 (Light Mace)

Vincent Visionmaker (Wizard) (25 HP), Mirror Image:
Wand of Tasha's Hideous Laughter
Ring of Protection +1


Elven Maiden

If you rescue Countess Tillahi and her consort Sir Juffer from the Temple of Elemental Evil, then some time later while travelling on the world map, you will have a random encounter where her envoy (Elven Maiden) will give each character in your party 100 platinum. If you have a PC with a Good alignment (or maybe if your party alignment is Good), then she will also give your party a ring worth more than 9000 gold and Blue Elven Chain.

Elven Maiden (44 HP):
Blue Elven Chain
Shortsword +1
Longsword +1
Green Elven Chain
Unicorn Ring (worth 9215 Gold)
Boots of Elvenkind
Cloak of Elvenkind


Lord Grundwell

If you rescue Prince Thrommel from the Temple of Elemental Evil, then some weeks later while travelling on the world map, you will have a random encounter where his envoy (Lord Grundwell) will give each character in your party 2000 platinum and a Ring of Protection +1 and a Potion of Cure Serious Wounds. He will also give the party the artifact bastard sword "Scather".
If you teleport from inside the Temple of Elemental Evil to Hommlet while Prince Thrommel is in your party, then rest for exactly 14 days in Hommlet, then the next time that you travel on the world map, you are guaranteed to get the random encounter with Prince Thrommel's envoy.

Notable lootable item when doing evil deeds:

Prayer Beads (Karma) (allows wielder to cast divine spells as if they were 4 levels higher for ten minutes once per day)


Robin of Locksley

Originally posted by Sitra Achara:
Quote:
Speaking with Wilfrick sets up a timer. It used to depend on alignment for quasi-randomness, now it has been made truly random. To be precise, the timer draws up a normally distributed number with an expectation value of about 24 days, and standard deviation of about 8 days. This means that about 60% of the time the delay is set in the range of 248 days, and about 95% of the time in the range of 2416 days. There is also a strict minimum of 5 days (this has roughly 1% chance of happening).

If you want to cheat and know exactly when it happens, you can look up game.global_vars[923] to see the number of days.
Robin of Locksley (179 HP)
Attack: +27/+22/+17/+12 (+16 Class, +8 Dexterity modifier, +1 Feat: Point Blank Shot, +1 Feat: Weapon Focus (Longbow), +1 Enhancement: Magic Longbow, +2 Item: Magic Barcers)
Damage: 1d8+5 (piercing) (+1 Feat: Point Blank Shot, +2 Feat: Weapon Specialization (Longbow), +1 Enhancement: Magic Longbow, +1 Item: Magic Bracers) +2 Favored Enemy (Human)
Lootable items:
Gloves of Dexterity +4
Longbow +1
Purple Elven Chain
Bracers of Archery, Greater
Masterwork Shortsword

Tiny John (Barbarian - Fighter) (61 HP)
Bone Armor
Warhammer +1

Friar Tack (Priest - Druid) (143 HP) SR[18]
Silver Light Mace

4x Bandit Rogue (111 HP)
4x Masterwork Dagger
4x Masterwork Shortsword
4x Masterwork Studded Leather

4x Bandit Archer (159 HP)
4x Masterwork Studded Leather

4x Bandit Fighter (144 HP)
4x Masterwork Longsword

Last edited by gazra_1971; January 30th, 2014 at 06:33 AM.
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Old October 1st, 2013   #23
gazra_1971
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Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

3. Tips on successful gaming

Read ALL of the in-game tips BEFORE you start playing the game! This is VITAL to your ability to play this game effectively!

Always keep the Rolls History tab open. You will get maximum information about the environment around your party, and you can study all rolls that your characters and your enemies make by clicking on any blue text within the Rolls History tab.

Use ToEE Front-End X to set the delay for the spell Delayed Blast Fireball to 0 seconds (otherwise the spell is useless).

The following places are the best places to rest in the game because each character heals a number of HP equal to 2 times his/her character level when your party rests in any of the following places (whereas each character only heals 1 times his/her character level everywhere else in the game when resting):
* upstairs in the Inn of the Welcome Wench in Hommlet
* The Spruce Goose in Verbobonc
* upper floor of Jylee's Inn in Verbobonc
* floors 1 and 2 of the Verbobonc castle (i.e. The Castle of the Lords)

The best way to select dialogue options during conversations with NPCs is to press the numerical key that corresponds to the dialogue option (e.g. 1, 2, 3, etc.) instead of clicking the mouse on the dialogue option.

Any charmed creatures in your party will disappear when you travel elsewhere on the world map, so always kill any and all charmed creatures before you travel on the world map. You attack a charmed creature by entering combat mode (by pressing C) and then selecting Full Attack from the radial menu.

I recommend that you have a single class rogue PC as your party leader (i.e. in the left-most portrait slot), that you maximize this character's Appraise, Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive skills, that you always use this character to initiate dialogue with NPCs (so that you will have the most dialogue options to choose from when selecting your responses in conversations with NPCs), and that you have this character way out in the front of your party formation so that NPCs that initiate dialogue with your party will select your rogue to converse with.

Originally posted by Gaear:
Quote:
Many NPCs are now scripted to seek out the party leader, particularly in the New Content.
If your spellcaster (who knows the Read Magic spell) chooses the Craft Wondrous Item feat, then he/she will be able to create a Helm of Reading Magic that grants its wearer the ability to cast the spell Read Magic an unlimited number of times. This is by far the most useful utility item in the game! Then it won't matter if you mistarget your Read Magic spell on an already identified scroll or potion.

If you are going to craft items, then your spellcasting artificer(s) is/are going to have to choose the Craft Wondrous Items and Craft Magic Arms and Armor and Forge Rings feats.

I think that some of the most powerful spells in the game are:
Charm Monster
Charm Person
Cloudkill
Cone of Cold
Death Ward
Delayed Blast Fireball
Dominate Monster
Dominate Person
Enlarge Person
Fireball
Haste
Heal
Holy Word
Hold Monster
Hold Person
Minor Globe of Invulnerability
Prayer
Protection from Evil
Resist Energy
Righteous Might
Stinking Cloud
Stoneskin
Tasha's Hideous Laughter
Weird

I think that the most powerful feats in the game are:
Cleave
Combat Reflexes
Craft Magic Arms and Armor
Craft Wondrous Item
Crippling Strike
Forge Rings
Great Cleave
Improved Trip
Improved Two Weapon Fighting
Two Weapon Fighting

My favourite tactic is to have my wizard cast Enlarge Person and Haste on all of my fighters and rogue just before I go on a killing spree through a dungeon level, leaving a trail of corpses in my wake.

I think that the most effective character class kits are the following:

Party spokesperson: a single-class elf rogue with high Strength, Dexterity, and Intelligence. I think that rogues make the best party spokesperson because they get the most skill points and Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive are all class skills for a rogue. Gets Weapon Focus in one of the following weapons:
a. Longbow
b. Two Weapon Fighting
Chooses the Crippling Strike feat at 10th level, the Improved Evasion feat at level 13, and the Opportunist feat at level 16 (useful for melee rogues only).

Melee combatant: a single-class fighter with high Strength, Constitution and Dexterity, and an Intelligence of at least 13 so that he/she can get the Combat Expertise feat and the Improved Tripping feat. Chooses feats in the following order:
1. Power Attack
2. Cleave
3. Combat Expertise
4. Improved Trip
5. Combat Reflexes
6. Great Cleave
7. Weapon Focus (weapon)
8. Weapon Specialization (weapon)
9. Improved Critical (weapon)
10. Greater Weapon Focus (weapon)
11. Dodge
12. Blind-Fight
13. Iron Will
14. Great Fortitude
15. Lightning Reflexes
16. Improved Initiative
17. Quickdraw

Originally posted by Ausdoerrt:
Quote:
As for the fighter feat progression, I usually prefer to take the weapon focus/specialization feats as soon as available, because those +1 bonuses matter a lot more early on in the game than later.
Originally posted by HeJason:
Quote:
Improved initiative is the 1st feat I get with any PC. Going 1st, especially at the lower levels is important, because if you don't go 1st, you may not live long enough to even get a turn.
Artificer: Lawful Good cleric/wizard with the Good and Law domains and the Craft Wondrous Item and Forge Rings and Craft Magic Arms and Armor feats so that he/she is able to create Holy Axiomatic weapons that do an extra 4d6 damage to chaotic evil opponents (most of the baddies in the game have a chaotic evil alignment).

Healer and undead hunter: Cleric of Pelor with the Sun and Healing domains and the Improved Turning and Extra Turning feats.

Druids benefit most from choosing the following feats:
Spell Focus (Conjuration)
Augment Summoning

If you are having difficulty killing Bodaks before they kill one or more of your characters with their death gaze, then the easiest way to kill them is to have a high-level cleric Turn Undead. The second easiest way would probably be casting Delayed Blast Fireball at them.

Originally posted by ithildur:
Quote:
When I'm dealing with a tough trap, I often don't risk setting it off with a critical failure at all - if you can unlock or Knock it, the cantrip Open/Close will do the trick, from safe distance, without setting the trap off.
If your rogue would not otherwise be able to flank an opponent, then you may be able to have one of your spellcasters cast Summon Monster or Summon Nature's Ally so that the summoned creature appears behind and adjacent to an opponent so that your rogue can now flank the opponent so that your rogue can sneak attack the opponent.

You don't have to kill the demon guardians in order to obtain the magic gems that they are guarding. It's possible for an invisible character to pickpocket the magic gem from each demon guardian in the elemental nodes.

When playing the game with just 1 character, the following items that you find are extremely useful:
Potion of Immunity to Undead
Potion of Magic Immunity (use it against the slave traders)
Potion of Immunity to Outsiders (use it against Iuz or St. Cuthbert or the Balors in the 'Demons & Demigods' quest)
Orb of Golden Death (keep using it to summon creatures during combat, then rest a week to recharge the orb's summoning abilities).

This computer game allows spellcasters to cast touch spells at a distance up to the spellcaster's threat area from their target, and allows rogues to attempt to disarm traps at a distance up to the rogue's threat area from the trap. Because of this, you can minimize the risk of spellcasters getting into trouble when casting spells during combat and rogues setting off traps when attempting to disarm traps by equipping these characters with a reach weapon (such as a longspear) and casting Enlarge Person on them before they cast a spell during combat or attempt to disarm a trap. This will allow your characters to cast touch spells or attempt to disarm traps up to 15 feet away from their target instead of the normal 5 feet.

Originally posted by Tathum:
Quote:
Enter the drinking contest at the Welcome Wench, then rob the losers blind as they sleep on the floor.

Oh, Kobort ... you and your Banded Mail have saved many a fighter a few hundred gold at the start...
Originally posted by The Royal Canadian:
Quote:
If you want the ultimate 1-2-3 punch for taking out large groups of monsters (like that huge, troublesome group of Bugbears at the Northeast Corner of Level 2), my recommendation is Stinking Cloud - Spiritual Weapon - Spike Stones . I just played that battle with 4 PCs (Fighter, Bard, Wizard and Cleric: all "Pure"), Meleny and Elmo. Only 4 Bugbears even managed to get within Melee range of my party, and two of those were sickened. Cast "Enlarge Person" on a front rank fighter with a Pole Arm (my fighter uses a crafted Holy Glaive) and it becomes a slaughterfest. Stinking Cloud works wonders on Falrinth and Senshock (as long as you either cast it before they cast Lesser Globe of Invulnerability or cast it so that it effects them without being cast directly on them). In my opinion Stinking Cloud is the most under appreciated spell in the game.
At lower levels (say 3rd - 6th Level) substitute "Grease" for "Spike Stones". For outdoor settings, you can also use Entangle, and Web works fairly well also.

I just discovered the best way to fight the Salamanders in the Fire Node (for once, having the system lock up in the Fire node was good for something: I got to replay the big Salamander fight several times). The trick is to have a "Front Group" of heavy hitters (I use a fighter, a cleric, and Elmo) that is buffed out (Resist Elements, Protection From Elements, Barkskin, Stoneskin, Haste, etc.) and a "Back group" (in my case a Wizard, a Bard and Meleny ) that is several feet (30 - 40' or about 1/4 the screenwidth at a guess) away, protected by a Lesser Globe of Invulnerability. The Salamanders will cast their fireballs at the Back Group, leaving your front group to deal with nothing but melee attacks (and few of those).

My favorite "persistent" ranged spell is Stinking Cloud. Combined with Web, Grease, and a Spiritual Weapon from your Cleric (a Cleric of either Heironeous or Corellon Larethian with the "War" and "Good" Domains is almost a "Must Have" for Good, CN or LN parties), and you can take out most big battles with minimal (if any) damage.

The ultimate spell is Stinking Cloud. This spell will take out just about everyone. It's been a while since I last went at the slavers, but Stinking Cloud is my spell of choice for dealing with just about anything that breathes: slavers, bugbears, drow, you name it, Stinking Cloud can take them out. The nice thing about SC, is that it not only prevents spell casting (like the Silence spell you mentioned), it prevents everything except some movement and Attacks of Opportunity, in other words that Rogue Archer would be too busy puking his guts out to worry about shooting arrows at you.
Originally posted by Ausdoerrt:
Quote:
Except undead. I do prefer Ghoul Touch though, since you get faultless paralysis (and CdG (coupe de grace)) on one target (except for spell resistance), plus a mini-stinking cloud. Just gotta make sure the spellcaster doesn't die in one hit.

On higher-level encounters, there's much better spells to use than Stinking Cloud. Like Order's Wrath which both damages and dazes, Prismatic Spray, Mass Hold Person, Charm Monster, Power Words (Kill instantly disposes of the Sorceress in the slavers quest, and she's THE most trouble; Stun can disable the cleric, maybe even the rogue for the fight) etc etc.

[For a] double-wielder though, consider spending a feat on Exotic Weapon Profiency for Dao, gives you a light offhand [weapon] with the stats of a longsword.
Originally posted by GuardianAngel82:
Quote:
At lower levels, I like to throw Web with the wizard, move the druid up or down the sequence until just in front of the wizard, and then use the druid to burn the web using Produce Flame, followed immediately by recasting Web with the wizard. It keeps the bad guys slowed down for 2 or 3 turns and whittles them down a bit. Low level Fireball!
Originally posted by General Ghoul:
Quote:
One thing I would suggest for better game play is for wizards to take the "ability improvement" spells on level-ups, even taking the 2nd level spells when you could get higher level spells, since only Cat's Grace is available on a scroll to find. Burne doesn't offer them, and by the time you get to Verbobonc, you will have missed the chance to help the party by crafting +2, +4, or +6 items for STR, DEX, CON, etc. These type items make a huge difference, not just in combat, but giving extra spell slots to spellcasters, making spell DC's harder, or extending spell duration. I give everyone (except maybe the rogue who needs the tools or Vest of Escape) a Giant's Belt +6, even the wizard, so he/she can carry more stuff.

Copy Scroll requires a Spellcraft skill check (INT), with the spell level +10 as the DC. If you are having a hard time copying some spells, then using a scholar's kit helps (+2), as well Guidance spell (+1), bard's Competence (+2), Prayer (+1), or Fox's Cunning (+2) can help. Of course, saving before attempting is the easiest way to go.

In the fight with the bugbears where there are several females, plus about 20 males in one room is a killer, especially when the fight starts before you can get everyone in the room. A wizard/sorcerer with Improved Initiative, throws out the Stinking Cloud, with some backup from bards and clerics, with a spiritual weapon and a grease or web, and you can stand back and pick them off with missile weapons, If any get through, they are so weak and sickened that your tank can finish them off easily.

I like the combo of a web, then fireball, for extra fire damage.

Late in the game I like to rest in the big round room near where the Hedrack fight happens. I get giants, ettins, a dozen gargoyles, or oozes. All provide decent XP for high level parties, and the giants and ettins have lots of gems that can be converted to cash for crafting purposes.

Those druid Spike Stone spells are great AoE spells. I like it in the temple fight on the 4th level, everyone runs towards the doorway and into the spikes, where I also lay off some webs and grease, then pump in the fireballs. Disrupts the spellcasters everytime.
Originally posted by sradac:
Quote:
I used to use wizards for damage, but I've noticed where they really shine is crowd control. Deep Slumber, Charm, Hold Person, Tasha'a Hideous Laughter - all those make that fight relatively simple. Just make sure you also take Fox's Cunning so you can buff up your DC even higher.
Originally posted by ithildur:
Quote:
Ranged sneak attacks are more tricky to set up than simply flanking (you cannot flank with ranged in Core 3.5e rules anyway as flanking requires you to THREATEN and ranged weapons do not threaten without special feats/spells outside of Core books). Easiest way is to use Glitterdust or Blindness to blind your foes; they are effectively denied their dex bonus to ac under blindness condition which makes them eligible for sneak attacks regardless of whether you flank or not. In PnP Grease also sets targets up to be considered flatfooted, but I've not tested this in TOEE. Attacking while invisible is similar to attacking a blinded target, their dex bonus is denied against your attack which sets up for a sneak attack. However this works only on the first attack with standard Invisibility as attacking immediately breaks your invisibility, unless you are Improved/Greater Invisible in which case you can sneak attack to your heart's content. There are other ways, but those are some of the more common.
Originall posted by stage:
Quote:
It is when they lose the DEX bonus to AC. So you could get sneak attacks off when they are webbed, entangled, prone, by using Feint and so on.
Originally posted by Rocktoy:
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Sneak attacking rogue with a (composite) longbow is a great sniper, with high dex and improved initiative you get to shoot down those nasty enemy casters before they can do anything.

Last edited by gazra_1971; 3 Weeks Ago at 08:55 AM.
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Old October 1st, 2013   #24
gazra_1971
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Re: Game Guide & Walkthrough For The Circle of Eight Modpack NC

Originally posted by cezmail:
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One other thing people might want to keep in mind is the use of slings. If you have a character who has a high strength, they get to add that bonus to damage and NOT be limited as a strength bow is. For example, if you somehow had a character with a 30 strength, then they would add +10 to the damage for each shot. Also as it is considered a simple weapon, your sorcerers and druids can pelt away and not have to worry about using up a feat or dipping into another class to use them. Plus as they are a blunt weapon, fighting skeletons and some oozes and puddings are bait while your bolts and arrows do nada or even add to the number of your enemies. Add crafting, weapon focus and specialization and you can have even more damage as the bullets fly.

If you summon Magma Mephits and have them show up far away from your group, when they die they explode for mega damage.
Originally posted by sirchet:
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I like to have my bard cast "Glitterdust" on the baddies, then every attack is a sneak attack while they're under the effect of the spell.
Originally posted by WinstonShnozwick:
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Break Enchantment is HUGELY HELPFUL! I can't stress this enough. Dispel magic never does anything for me, but Break Enchantment is just SUPERB. I can choose a large number of targets, and it actually dispels spell effects. So helpful in battle, like unbelievably helpful. Got rid of my whole party's negative spell ailments one time, and also it can effect enemies, amazing for getting rid of their spell buffing.
Originally posted by florian1:
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If you want longer lasting buffing spells, then you should take the appropriate metamagic feats.
Originally posted by felixthm:
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Many rings of invisibility easily available, as well as the robes of midnight. Great for scouting.
I usually use it to sneak my wizard/sorcerer in for the first-cast of cone of cold. Have to constantly resist the temptation to abuse Holy Word on an invisible cleric.

Holy Word can clear at least 4 or 5 slavers, what with its massive area of effect and its 1600+ damage.

Charm Person works wonders on the Slavers. Fighters/Rogues have pretty weak will saves. It can even help you to split up the exp allotment, letting you gain even more exp overall.
Originally posted by GuJiaXian:
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In the combat against the slave traders, I just cast Silence to deal with the enemy cleric and sorceress.
Originally posted by Nightcanon:
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I usually hit the Moathouse at level 2, since I find the Hommlet fedex quests tedious. The key is to be very timid and back off after taking significant injuries in any fight (which is sometimes running into random pirates on the way!) In parties featuring a druid, I find charming either a giant frog or giant lizard to be very helpful with the bandits. At low levels, my arcane spells of choice are grease and summon monster 1. Magic missile is great for the occasions when you have a raging barbarian with 2 remaining hit points that you absolutely have to take down NOW before he kills someone (and even moreso when you can use it to mop up 3 or 4 such in one round) and because spell resistance aside it can hurt everything in the game, but at low level, True Strike and a heavy xbow is probably more effective.
Originally posted by ericw:
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I can cast Otiluke's Resilient Sphere on one of my adventurers, and that adventurer can still move around and cast spells and such, while being immune to all damage. Not sure if I want this fixed though as it would be impossible to beat up on some of the super high-level spell-resistant enemies in the very last part of the game without this glitch.

Holy Word seems way overpowered. I can run my cleric solo through a map and just use Holy Word against hordes of enemies, dealing 1000+ points of damage to each enemy champ. Not sure if this is the way the spell is supposed to work.
Originally posted by nyarlathotep:
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When using Summon monster IV and you select a Fire Mephit to appear, once it dies it explodes in a huge fireball. This is an effect that gets only mentioned in 2nd ed. AD&D, and there it's only 4 hp in a radius of 10'. What we get is a full-fledged -at least- 4D6 explosion with a radius bigger as a fireball. In fact, the animation I see is more akin to the fire-node guardian demon his death.

While it does have its uses, as far as I know, it's still a glitch...
Originally posted by Groo the Ambler:
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The Magma Mephit is the neutron bomb of TOEE.

For example, while playing 8.0.1 NC, my party approached the bandit group in Temple Dungeon Level 2, between the Air Temple area and the Minotaur Room. As the sentry ran back to alert the bandits, my 8th level cleric summoned a Magma Mephit in the corridor outside their room. Then my wizard followed up with Ice Storm, which immediately killed and detonated the mephit. The blast passed through the walls and killed every bandit except one, and took out half of the Air Temple's kitchen staff, too. It also lightly toasted my fighter, who was a little too close to ground zero.

I refined the technique a little when fighting the big roomful of Greater Temple Bugbears in the top corner of the same map. My invisible thief acted as artillery spotter. From the outside corridor, cleric casts MM, wizard casts Ice Storm, then a second cleric summoned another MM into the Ice Storm. Blam, blam. All but six of them were killed where they stood, including two of the three in the adjacent chief's room.
Originally posted by Barles:
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[The Spell] Horrid Wilting is great if you combine it with [the spell] Clairvoyance on open maps.
When your melee characters are lower than level 5, you are better off charging your enemies (unless they are capable of making multiple attacks per round, in which case you should ALWAYS wait for them to come to you so that they either don't get an attack or they can only make one attack against you in that round) (except for monks who use Flurry of Blows, and characters who use Two-Weapon Fighting) because:
* you can move twice as far as normal and still get an attack
* you gain a +2 bonus to Attack due to charging
* you get to attack first (and hopefully kill your target before they get to act, whether it be in the first round or a subsequent round)
(Charging is a radial menu option)
Melee characters that have multiple attacks (due to level, using Flurry of Blows, Two-Weapon Fighting, and/or under the effect of a Haste spell) are better off delaying their action and letting opponents come to them so that they can use their multiple attacks.

If you are finding a combat with multiple opponents too difficult, then you can use the following game exploit to make the combat easier. Hostile creatures will only be in combat with your party if they are close enough to see any of your characters. Once combat with multiple opponents has started, if you don't move any of your characters closer to the enemy but instead retreat or have your characters maintain their position and wait for the enemy to come to your characters, then you will have the minimum number of opponents in combat against you at a time. Then when you've killed the opponents that advanced to you, you can move your party a bit closer to the next lot of hostile creatures and use the same tactic again. This way, you can break up an extremely difficult combat against a lot of opponents into multiple combats against a small number of opponents at a time.

If you are having difficulty with any of the combats later on in the game, then the following are effective tactics to use. The following example is against the Balor Guardian but you could adapt the tactics for any high-level combat:

Position ALL of your characters JUST out of range of where the Balor Guardian triggers dialogue with your party. Then cast the following buffing spells just before you enter combat (in the following order):
Protection From Evil (makes the recipient immune to Charm/Dominate spells)
Stoneskin
Death Ward (makes the recipient immune to death spells)
Enlarge Person
Greater Heroism (makes the recipient immune to fear) (characters that have at least 3 paladin levels are immune to fear)
Prayer (make sure that you get everybody within the radius of the spell, including the Balor Guardian and the Efreet)
Haste

One of the most useful creatures to summon is a Bearded Devil (Summon Monster V?). Bearded Devils have DR(5/Holy), DR(5/Silver), DResistance (10/-), Immunity (Fire), so they can absorb a lot of attacks before they die. They are great for summoning next to a high level enemy rogue so that the enemy rogue will hopefully sneak attack and perform Crippling Strike on the Bearded Devil instead of any of your characters.

When you are about to face an opponent that casts very damaging fire or cold or electrical damage spells at your party, pre-buff your characters with the appropriate Resist Energy spells before you enter combat with such opponents. Resist Energy is an amazing and extremely powerful spell because it can absorb so much elemental damage and the spell lasts for a long time. Of course, you won't need to cast Resist Energy if you already have or you forge the appropriate major rings of elemental resistance for your characters to wear.

Originally posted by Zalmoxes:
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Very easy to avoid Noble Salamanders' fireballs: Lesser Globe of Invulnerability. Game over for salamanders, you win.
Originally posted by Philip:
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Protection from Evil protects against attacks from Elementals. The result being that they still hit you, but do 0 damage.
Originally posted by Oleg Ben Loleg:
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The spell Eagles Splendor is really effective in enhancing the difficulty level of a bard's enchantment spells (until you acquire a Cape of Charisma).

Last edited by gazra_1971; February 25th, 2014 at 09:01 PM.
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