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Can I drop a sneakily murdered NPC?

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glee
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Can I drop a sneakily murdered NPC?

Post by glee »

I've just finished the game with an LG party (thanks for the help here! e.g. maps) and am trying again with an LE party.

So I thought I'd try recruiting Furnock, then killing him for his items. I managed to bump him off (had to use thrown weapons and spells, since he was an 'ally'), then I took all his items.
But now he follows me around (= dead).
I tried using the book at the Welcome Wench to drop him, but that only showed my 5 characters.

Can I get rid of Furnock (or anyone else I murder)?
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glee
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Post by glee »

I may have answered my own question...

I had to marry Fruella (in order to persuade Terjon to allow a conversion).
As my party is evil (and she's annoying :eek: ), I put her up front for a combat and she died (allowing me to loot her items).
She stayed 'dead-but-with-the-party' until I rested 3 times successively - then she disappeared!

I'll try this with Furnok...
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Lord Plothos
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Post by Lord Plothos »

You should also be able to click some symbol or other on their portrait to remove them from the party.
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Post by glee »

Lord Plothos wrote:You should also be able to click some symbol or other on their portrait to remove them from the party.
Aha - I'll try that next time. :)

Meanwhile Furnok has duly disappeared after resting 3 times...

P.S. I'd like to do some weapon crafting this time (once I get up enough levels) and I've printed out your guide to that from another thread. Can I post there if I'm still unsure how to do it?
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Post by Lord Plothos »

Sure, or here. Either works. :)
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Post by glee »

making items

OK, thanks for offering to help!

Now my party includes an Lawful Evil Cleric and a Sorceror.
Since they've reached 3rd level, I thought I'd have a go at a Wondrous Item, so gave them both that Feat.
The Cleric can cast spells like Bull's Strength and Bear's Endurance, so the only other things I needed were some spare xp and money to make:

Gauntlets of Ogre Strength (+2 Str)
Amulet of Health (+2 Con)

1. So far so good, although I notice that Clerics don't get Fox's Cunning or Cat's Grace, correct?

2. Presumably I should give my Sorceror those two spells (and similar ones) if I wish to make items containing them?

3. At 5th level I can get Craft Arms and Armour. Now I'd like some bonuses on weapons (as I've got 3 Fighters in the party!).
What spells will make items +n to hit? (Is it Magic Weapon and Greater Magic Weapon ?)
What other spells do you recommend to help me hit creatures with 'damage reduction'?
What other spells are fun?!
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Post by Lord Plothos »

1 and 2, yes and yes, iirc.

+n just requires 3xn caster level. No spell prereq. (this, btw, is why you can only go to +3: the original game was capped at 10, so you'd never have the 12 caster levels needed for +4).

Getting past DR is done in any number of ways. The higher +n isn't huge in this regard, as it only adds +1 to damage for each +1, and that +1 might not even count, if the damage is low enough. There is no DR/+3 or anything. There's just DR/magic. So while +3 is good for hitting, not so much for bypassing DR.

Additional elemental or alignment damage ignores DR, though, so these are good to have. Keen is also nice, as you want single hits that do lots of damage, rather than a few that do little. Power attack is good for this reason too.

Honestly the best enchantment for a weapon I think is Holy, as most of what you fight is evil. But since you're evil, you won't be able to craft it. (You can find some, though, and should be able to use it, iirc.)
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Post by glee »

Weapons

This is all great stuff - it's tremendous to be getting advice so many years after the game came out! :D

OK, so once a character has the Craft Arms + Armour Feat, that's all they need to make magic weapons? N.B. According to their level/3 (e.g. level 6 allows a +2 weapons).

How do I add stuff like 'Keen', 'v Alignment' or Power Attack?
Do I need a particular spell?
Is Power Attack simply using the Feat?
What spells would be useful v Zuggtomoy herself?

I understand about 'Holy' not being available to Evil Clerics (makes sense).
But suppose I buy the Holy Mace +1 from Calmert - will I be able to 'build it up'? (e.g. make it +2 or +3)
And will an Evil Character be able to use it safely? :speech:

The reason I'm asking all this is that I find it turgid to have an early decision (e.g. what spell to learn) affect the game much later on. If I don't learn a useful spell, I don't want to have to replay several levels of the game.
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Post by Lord Plothos »

glee wrote:This is all great stuff - it's tremendous to be getting advice so many years after the game came out! :D
Heh, yeah, well the rules are pretty much D&D 3.5, which I still play. I just hope I remember the idiosyncrasies of ToEE and don't lead you astray! :D
glee wrote:OK, so once a character has the Craft Arms + Armour Feat, that's all they need to make magic weapons? N.B. According to their level/3 (e.g. level 6 allows a +2 weapons).
Yup, iirc.
glee wrote:How do I add stuff like 'Keen', 'v Alignment' or Power Attack?
Do I need a particular spell?
Is Power Attack simply using the Feat?
Each enhancement has a caster level and spell requirement. They follow D&D rules, so here's a page from a D&D site that'll help.
Magic Weapons :: d20srd.org.
For instance, keen requires the spell keen edge, which is easy enough, but also CL 10! v. Alignment spells are going to require cleric domain spells set by the alignment domains. To get holy, you'll need Holy Smite, which is only available to clerics with the good domain. Etc.
glee wrote:What spells would be useful v Zuggtomoy herself?
Don't worry about her too much. I don't recall any particular difficulties, nor special needs. (And you can even beat the game without fighting her).
glee wrote:I understand about 'Holy' not being available to Evil Clerics (makes sense).
But suppose I buy the Holy Mace +1 from Calmert - will I be able to 'build it up'? (e.g. make it +2 or +3)
And will an Evil Character be able to use it safely? :speech:
Evill characters using holy weapons gain a "negative level", which sounds worse than it is. You lose some hp and -1 to hit, etc. It's often still better to get the damage bonus, but you do take penalties,
Special Abilities :: d20srd.org
glee wrote:The reason I'm asking all this is that I find it turgid to have an early decision (e.g. what spell to learn) affect the game much later on. If I don't learn a useful spell, I don't want to have to replay several levels of the game.
Yeah. Crafting is actually one reason I always go with a wizard rather than a sorc. Many more spells known makes it easier to craft. Sorcs can still make everything, but to do so they may have to not take spells they otherwise would like to use.
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Post by glee »

Lord Plothos wrote:Heh, yeah, well the rules are pretty much D&D 3.5, which I still play. I just hope I remember the idiosyncrasies of ToEE and don't lead you astray! :D
No problem, my party has now reached 9th level and all the Fighters have +3 weapons with Frost and Shock as well. :D

(I'm still playing 1st Edition myself :eek: , so thanks again for the accurate advice. :angel: )
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