Page 1 of 2
Toee: Faq
Posted: Mon Apr 26, 2004 5:53 am
by silverdragon72
Toee: F.A.Q.
.
Please don't post in this thread !
post all informations, suggestions and comments here:
http://www.gamebanshee.com/forums/showt ... adid=30700
Thanks !
.
Posted: Mon Apr 26, 2004 5:59 am
by silverdragon72
.
Table of content:
page I:
1. link to the Co8 & 2nd Atari patch & description fixes !-
updated 28.09.04 !
2. Ioun stones - what do they do
3. link to Mulligan's complete scroll/spell list for TOEE !
4. Crafting Rods
5. Editing Start-Equipment
6. Modifying weapons, armor and items
7. link to Mulligan's NPC List
8. known quest bugs
9. known other bugs
10. crafting weapons
11. successfull party-concepts -
updated !
12. powerfull PC-builds: Sorcerer -
updated !
13. powerfull PC-builds: Cleric -
updated !
page II:
14. powerfull PC-builds: melee - "Assassin" -
updated !
15. powerfull PC-builds: melee - "Kensai" -
under construction !
16. changing NPC feats
17. Link to Mulligans Scather Fix
18. Crafting Weapons: Effects -
new!
19. combat tests of different builds (solo) -
new!
20. Powerfull NPCs: Darley
-
new - 15.09.04
21. link to the very good gamebanshee TOEE walkthrough! -
new - 27.09.04
22. Max HP hack -
new - 25.05.05
.
Posted: Mon Apr 26, 2004 6:01 am
by silverdragon72
1. link to the Co8 & 2nd Atari patch:
.
Co8 patch - an old one - you find the actual one at the end of the post:
Info:
compatible to the first ATARI patch:
- kills some bugs
- you can buy masterwork items from the hommlet blacksmith
- gives you new files to modify TOEE in your RULES-folder
- gives you the Nulb brothel-quests
Download 2nd ATARI patch:
Originally posted by Galuf the Dwarf
At last, ToEE Patch #2 is officially ready!
Click here to download it!
The URL will detail the fixes made. Enjoy!
fixes Co8 patch 3.0.3:
nomad_wanderer wrote:
If you're running 2.0.0, here's what you are missing:
(this is the change list from the latest 3.0.3 co8 patch)
-Added Animal Growth and Rage as scribable spells. Dispel Water should also be scribable.
-Correct Craft Rod showing up in radial menu as Forge Arms & Armor
-Corrected hyperlink for Cure Light Wounds, Mass...also correctly tagged as conjuration
-Corrected typo in IvenSource.mes that cause elven maiden to not give blue elven chain as reward
-corrected corrupted help.tab
-restored Large Wooden shields to proper equip slot
-enabled Scather and katanas to be used 1-handed with proper proficiency (corrected weapon size)
-amended damage for Scather
-corrected short text error for Greater Magic Fang
-deleted a few unnecessary files in mod pack (introduced by myself)
-changed all previously coded Monster Juggernaut to Monster Plant to restore sensitivity to elemental damage, added Monster Plant to skeleton gnolls for spell resistance purposes
-restored Masterwork light crossbow and Masterwork heavy crossbow as 2-handed weapons.
-added some cosmetic corrections to the game interface for:
-Chill Touch incorrectly displayed as Transmutation instead of Necromancy
-Greater Command in the Cleric spell memorization area doesn't have any short text describing what it does.
-hefty changes in start_equipment.mes to better reflect PHB settings
-Fixed problems with armor/shield skill check penalties (post patch) [14+ items]
-Fixed misc issues with item weight (Col51)/price Col52)/magical flags (Col50) [9 items]
-Fixed issues with uncopyable spells [10 spells], unscribable scrolls [3 scrolls], scrolls with no spell prerequisites [1 scroll], uncraftable wands [1 wand]
-Fixed enhancement bonus of Holy Longsword
-Modified stats for Great Cleaver
-Changed all javelins to 1 handers
-Partial fix for Javelin of Lightning
-Partial fix for Potions of Eagle's Splendor, Heroism, Superheroism
-Suggested fix for Chime of Opening
-Suggested fix for Oohlgrist's emerald belt
-Fixed Monks not proficient in halfling sianghams
-Fixed Blue Elven Chain not given as reward for Tillahi's rescue
-Pouch of Bullets added to Brother Smyth and Otis's store inventories
-corrected Xbow size for Wonnilon's repeating Xbow and Masterwork Light Crossbow
-Masterwork Guisarme corrected (was previously almost a Masterwork Battleaxe)
-suggested fix for Rope of Entanglement
-Black Jay's items identified
-amending Protection from Law to item_creation.mes
-Amulet of Natural Armor +3 is now craftable as per 3.5e rules
-gloves of giant strength substituted with belts of giant strength
NPC/DIALOGUE
-corrected party not receiving Jaer's fireballs
-Corrected Alrrem's dialogue (1 major bug involving not getting the 3rd quest after completing the 2nd quest with violent means and 2 other minor bugs)
-Corrected Thrommel attaching himself like a charmed monster when the party is already at max followers
-Teamster now sets flag that the courier is suspicious.
-Dala now completes her quest properly
SPELLS
-Fixed duration for Ice Storm
-Fixed duration for Guidance
-Fixed duration for Silence
-corrected Goodberry (will now expire after use)
-suggested fix for permanency for demons, elementals and Mordenkainen's Faithful Hound
-suggested fix for dismissal affecting non-extraplanar creatures
-Corrected daze which previously checked for size instead of hit dice as criteria
-Corrected produce flame. It will now cap maximum bonus damage at +5
-Shout damage corrected to 5d6
-corrected duration of Protection from Good/Evil/Law/Chaos spells
CREATURES
-Nerfed Scorpp's stats to reflect 3.5e SRD better and to prevent parties hiring Scorpp from being overpowered
-further Scorpp changes (wield club instead of Xbow)
-corrected the natural armor of ogres
-Corrected many creature immunities:
including elementals vulnerable to sneak attack, skeletons and zombies have no immunity to Tasha's HL, skeletons and elementals affected by cloudkill poison, stinking cloud, etc... the will o' the wisps Spell Immunity has also been given a close approximation, also various mind-affecting spells should now encounter proper immunity when cast on elementals/oozes/undead...
actual patches - 28.09.04:
Galuf the Dwarf wrote:I don't suppose a list of patches, fixes, and other such links couldn't hurt.
First of all... here's:
Patch 2
link to Circle of Eight Patch 3.03
(Note: Other fixes included.)
I'll add anything else I find in the future.
always the actual patches you will find here: (thanks to Galuf):
http://www.gamebanshee.com/forums/showt ... hp?t=50677
.
Posted: Mon Apr 26, 2004 6:03 am
by silverdragon72
2. Ioun stones - what do they do
.
Originally posted by Greywulf
They all work - and they're straight outta the DMG:
dusty rose - +1 ac
pale blue - +2 str
scarlet and blue - +2 int
incandescent blue - +2 wis
deep red - +2 dex
pink - +2 con
pink and green - +2 cha
.
Posted: Mon Apr 26, 2004 6:09 am
by silverdragon72
3. Link to Mulligan's complete scroll/spell list for TOEE
.
http://www.gamebanshee.com/forums/showt ... adid=30117
.
Posted: Mon Apr 26, 2004 6:16 am
by silverdragon72
4. Crafting Rods
.
Originally posted by Greywulf
These first two are in the 3.5E DMG, but I'm not sure how equivalent they are to the in-game versions:
Rod of the Python - +1 quarterstaff, can become a giant constrictor 1/d
Rod of the Viper - +2 heavy mace, the tip can become a venomous serpent 1/d (constitution damage)
The following I checked in-game a while back:
Staff of Defense
Adds +1 to attack, +2 to armor class, and the following spells may be cast: fog cloud, mage armor, mirror image, protection from arrows, shield
Staff of the Transmuter
The following spells may be cast: bear's endurance, cat's grace, eagle's splendor, fox's cunning, owl's wisdom, bull's strength
The following descriptions are courtesy of Chris Woods:
White Rod, Minor
+1 Light Mace, 25 charges Cure Light, Remove Fear, Prot Evil
White Rod
+2 Light Mace, 25 Charges Cure Moderate, Searing Light, Magic Circ Evil
Black Rod, Minor
+1 Light Mace, 25 charges Inflct Light, Cause Fear, Prot Good
Black Rod
+2 Light Mace, 25 Charges Inflick Moderate, Magic Circle Good, Animate Dead
Gray Rod, Minor
+1 Club, 25 Charges Natures Ally I, Goodberry, Obscuring Mist
Gray Rod
+2 Club, 25 charges Natures Ally III, Sleet Storm, Dominate Animal
And lastly, there is the Rod of Smiting, which I didn't see in the DMG, and I've never checked in-game - it probably functions as some sort of weapon, plus some attack or damage bonus using charges - I'm not sure what the exact properties are.
Posted: Mon Apr 26, 2004 6:21 am
by silverdragon72
5. Editing Start-Equipment
.
Originally posted by Greywulf
You can start a character with any items you want.
Go into your ToEE folder, then the data folder, and then the mes folder. In the mes folder, open the description document with wordpad or something. It gives you the item code numbers for everything. Jot down the sutff you want.
Then go into the rules folder (also in your data folder) and open the starting equipment document (again, wordpad or such).
You'll see the starting equip for each class - just add in/edit them as you like. Save. Done.
Originally posted by Mulligan
Just for the fun, try giving yourself on of these items
4085 - Longsword +5
4133 - Balor Vorpal Sword !!!
4137 - Staff of Fire
4154 - Sword of Life Stealing !!!
4195 - Composite Longbow (Str +2)
4235 - David's Sling
I think some of these were intended to be found but were cut out for some reason. Balor's sword lacks inventory graphics i.e.
Comment:
very powerfull items - will imbalance the game - especially in the early moat-house levels !
.
Posted: Mon Apr 26, 2004 6:30 am
by silverdragon72
6. modifying weapons, armor and items
.
some examples how to edit items in the protus.tab
you will need the Co8 patch to do this !
Originally posted by silverdragon72
.
...as the reach weapons are to powerfull in TOEE - especially compared to other 2-handed weapons there is a way to give your greatswords a reach effect:
1. open the protos.tab with notepad (wordpad won't work!)
2. go to: 4012 obj_t_weapon
3. in this line you have to change greatsword to guisarme - for the best possible attack animation (cleaving) - everything else looks like using a greatsword - besides the ten feet reach !
...and from now on the hommlet blacksmith will sell you masterwork greatswords with reach !
...if you want to change other greatswords search for line 4011 or 4019 !
...btw. there you can change all weapon / item stats (damage, critical range, CR dam. modifier, and so on) but this might be a little bit to cheesy !
.
Originally posted by silverdragon72
the problem is, that scather is not listed in the protus.tab...
...if you justwant a cheesy weapon right away from the start:
1. open the protus.tab with an editor
2. go to line 4012 this is a masterwork greatsword the blacksmith in Hommlet sells if you use the Co8 patch...
3.1 there you can change all weapon stats you want:
- damage
- crit. range
- crit. multiplier
- price
3.2 if you change the name (in the mid of the line) you can change the weapon (use guisarme and the GS will have reach but still look like a GS) - but you will need weapon prof. / imp. crit and so on...: guisarme afterwards
3.3 somewhere in the protus.tab is fragarach - if you copy paste everything in the line behind fragarach over everything behind GS in line 4012 - this GS should get all effects of frag... - I haven't tested this...-...but should work...
4. if you save and reload TOEE you can buy this modified GS in Hommlet.
5. btw. it shouldn't be that hard to find out which is the Masterwork BS the blacksmith sells - there are only a few in the protus.tab - if you copy the whole fragarach line (besides the item number) the blacksmith might sell you frag...
.
.
Posted: Mon Apr 26, 2004 6:40 am
by silverdragon72
Posted: Mon Apr 26, 2004 6:44 am
by silverdragon72
8. known quest bugs
.
1. the drinking contest:
Originally posted by silverdragon72
If you lose the drinking contest - you get the wrong text (says that you won it) - and you just stay on your feet cause you don't get the last 2 or 3 points nonelethal damage for some reasons...
result: the quest log stays blue > try it again until really all others are down - and you will get the green quest log !
2. gnome x-bow and scrolls
for some reasons you can't give them back !
under construction !
.
Posted: Mon Apr 26, 2004 6:45 am
by silverdragon72
9. known other bugs
.
1. wondrous items increasing your stats won't give you any extra spells !
2. enchanting armor with spell-resistance is bugged !
3. any magical armor will get +3 for free if put in the craft-item slot !
...under construction !
.
Posted: Mon Apr 26, 2004 6:52 am
by silverdragon72
10. crafting weapons
.
1. only clerics with the appropriate domain can craft holy or axiomatic weapons !
2. you need masterwork (see Co8 patch) or magical weapons for crafting
3. you can't enchant weapons unlimted:
...you are restricted to +3 and 6 other enchantments !
4. you can't craft flame burst without editing the items_creation.mes (only with Co8 patch)
5. you can find informations and prequisites for crafting in the items_creation.mes (only with Co8 patch)
6. craft mighty cleaving only on weapons for a PC that just have the cleave feat (it's useless with the feat greatcleave or without the feat cleave)
.
Posted: Mon Apr 26, 2004 6:53 am
by silverdragon72
11. successfull party-concepts
.
There are a few "only-TOEE" issues you should consider before building a party
1. crafting items weapons... - the most powerfull feats especially as you don't find many good items in TOEE... - so the best things you get are the items you craft yourself !!!
...and NPCs won't craft any items for you - so you have to do this with your PCs !!!
2. you are restricted to level 10 !
3. the 3.5 rules allow many new (powerfull) MC-combinations
4. You are limited to 5 PCs + 3 NPCs
So what do you really need ?
...at least two melee fighters (MCs recommended!!) who deals tons of damage - but you will find Elmo early in hommlet - he is one of the most usefull NPCs and a good melee fighter ! (but using two PC MC tanks and Elmo is definetly the most powerfull solution!)
...sad but true you will need one cleric (with law & good domains for crafting) - the cleric is a very mediocre class in TOEE (thanks to the level 10 cap) but absolutely necessary for healing and crafting - he is a passable melee fighter, if CHA is high he is very powerfull in turning undead (but there are only few undeads in TOEE), not the best spell selection (only level 5) and not enough feats for both - crafting and fighting - btw. you won't find a usefull NPC cleric !
...other good classes:
- sorcerer: most powerfull offense caster with the right feat and spell selection (level 10 recommended !)
- wizard: great combination with a sorc (support arcane caster) excellent for crafting and scribing scrolls - (you can also use burne after entering the temple - but he won't craft items for you and will loot scrolls)
if you only use 1 PC melee fighter and take Elmo instead - or you take Burne instead of a PC wizard you have one more free PC slot:
- druid: good allround PC - excellent crafter (use an elf druid !) with some good offense spells - but you will find the NPCs Meleny (early in the game - but with a flawed design) and Kella (powerfull, but little tricky to get - temple level 4) - if you take burne instead of a PC wizard you should give the druid the crafting feats !
- bard: also a good allround PC - you will find Zaxis only if you have a CG-alligned party !
what you don't need:
- ranger - absolutely scrappy in TOEE - better give a fighter the free ranger feats if you really want one !
- monk - great MC-mix-in for a melee fighter but SC (thanks to the level 10 cap) to weak...
- rogue - great MC-mix-in for a melee fighter but SC (thanks to the level 10 cap) to weak... (btw. you won't need the thief skills in TOEE)
- paladin - good MC-mix-in for a melee fighter but SC (thanks to the level 10 cap) but SC only for paladin-lovers !
- barb - SC not the worst melee-fighter but also not the best !
.
Posted: Mon Apr 26, 2004 6:54 am
by silverdragon72
12. powerfull PC-builds: Sorcerer
.
Sorcerer:
race: human (cause of the lack of feats!) - or elf/half-elf for the free longbow feat !
alignement:
doesn't matter
weapon&equipment:
- if human take the glaive (feat!) - if elf take longbow !
- bracers +5 (craft)
- cloak of CHA +6 (craft)
- medallion of CON +6 (craft)
- gauntlets of DEX +6 (craft)
- Ioun Stone STR +2 (craft - only with Co8)
- ring of protection +2
skills:
spellcraft, concentration, tumble
necessary feats:
- glaive (if human)
- SF evocation
- GSF evocation
- empower spell
- imp. init.
optional feats:
- combat reflexes with glaive !
- combat casting
- SP
- GSP
- SF X & GSF X
Stats:
STR: if glaive at least 16 otherwise 10-12
DEX: at least 16 (+2 for elf) - you will need DEX for an adequate AC and reflex saves !
CON: at least 16 (-2 for elf) - you will need CON for adequate HP ,fort. saves and concentration checks !
INT: you only need INT for the skills spellcraft, concentration and tumble ! - if you don't have at least 12, the INT stat doesn't matter at all !
WIS: at least 10 - more to improve will saves
CHA: Most important stat - 18 increase to 20 at level 4 and 8 !
Spells:
When having a secondary wizard:
level 1: 5 - mage armor, shield, sleep, ray of enfeeblement, one more spell you like
level 2: 4 - magic missile, blur, mirror image, web
level 3: 3 - fireball, displacement, one more spell you like
level 4: 2 - icestorm, one more spell you like
level 5: 1 - cone of cold or cloudkill
most important spells for the secondary wizard:
haste, imp. inv., good hope, stoneskin, confusion, cloudkill, keen edge
tactics:
- always keep your sorc away drom melee !
- always make a 5-feet step back when close to an enemy !
- always use mage armor (until you have bracers +3), shield and barkskin (from druid) - if necessary other defensive spells !
- using an enchanted glaive +3 and having 16 STR the sorc will deal quite a lot of melee damage - and with the excellent DEX combat reflexes (s)he will get many of AoO ! (btw. in TOEE enemies won't change their first chosen target !!!)
- fireballs will do tons of damage - with this sorc build most enemies won't save
- especially in TOEE with many low level enemies !
- two fireballs (one from the secondary wizard) will kill most monsters before the battle starts !
- an empowered fireball (level 5 slot) is even better !
.
.
Posted: Mon Apr 26, 2004 12:07 pm
by silverdragon72
13. powerfull PC-builds: Cleric
.
Cleric:
race: human (cause of the lack of feats!)
alignement:
lawful good (for domains law and good)
domains:
law and good - alternate fire instead of law
weapon & equipment:
- Lareth staff of striking - enchanted with +3, holy, axiomatic, keen(!), flaming, frost, shock !
- cloak of resistance +3 (craft)
- amulet of WIS +6 (craft)
- gauntlets of STR +6 (craft)
- Pink Stone CON +2 (craft - only with Co8)
- ring of protection +2
- ring of freedom of movement
- Lareth or Hedracks plate (+3)
-shield +2, later Hedracks shield
skills:
spellcraft, concentration, tumble
necessary feats:
- scribe sroll
- craft wondrous item
- craft magic arms and armor
optional feats:
- craft wand
- comb. refelexes
- combat casting
- SF X
- GSF X
- power attack
- cleave
- comb. exp.
Stats:
STR: least 16
DEX: at least 12 (capped through plate at +1) - you will need DEX for an adequate AC and reflex saves (not capped through armor!)
CON: at least 16 - you will need CON for adequate HP ,fort. saves and concentration checks !
INT: you only need INT for the skills spellcraft, concentration and tumble ! - if you don't have at least 12, the INT stat doesn't matter at all !
WIS: Most important stat - 18 increase to 20 at level 4 and 8 !
CHA: if you want to turn undead at least 14 better 16 - if not CHA doesn't matter at all !
Spells:
- clerics have a major lack of powerfull offensive spells in TOEE (caused by the level 10 cap)
- most offensive spells are best used against a single powerfull enemy but will fail in most cases against these cause of their good saves and SR
- this results that the weaker enemies are easiest killed in melee or with fireballs - and the tougher ones resist the cleric spells
- the most power-up spells are weak early in the game and useless at the end of the game cause you get most effects by crafted items
- protection and restore spells are good - but you won't need them in TOEE with only few (and weak) enemy casters
- so the most usefull spells are the instant healing spells (by pressing shift when selecting a spell from the radial menue) - but also the best ones (heal and mass heal) aren't available
from my point of view the following spells are the most usefull divine spells in TOEE:
level 1: doom (good preparation spell against tougher enemies)
level 2: silence (if you find an enemy caster to use on)
level 3: Bestow curse & Conatagion (both best used after successfull doom spells on a powerfull enemy) - prot. from energy - magic circle against evil (10 min per level!)
level 4: Divine Power (if you have a PC not using Gauntlets +6 STR)
level 5: righteous might - flame strike (one of the few divine offensive area effect spells - but only small area effect) - Dispel evil
tactics:
...clerics are necessary for crafting and healing - they are good secondary tanks with a good AC (up to 30+) but only dealing average damage caused by their lack of feats...
...it is possible to build war domain clerics with good melee capabilities - but by the cost of the best crafting effects...
you also could improve their offensive casting abilities with SF and GSF - but as said before you don't have enough feats !
If build as described above this cleric can deal ~80+ HP damage per round with an AC of 30+ (when using righteous might) - not that bad for a tank but far away from an optimized melee build !
.
Posted: Tue Apr 27, 2004 12:57 am
by silverdragon72
14. powerfull PC-builds: melee - "assassin"
.
Assassin:
race: human (cause of the lack of feats!)
alignement:
lawful chaotic (for using scather and fragarach!)
Classes:
rogue 3 - fighter 6 - wizard 1
3x rogue (1 - 3 - 6)
6x fighter (2 - 4 - 5 - 7 - 8 - 9)
1x wizard (10)
the rogue levels gives you
- 2D6 sneak attack
- enough SP for all necessary skills
- good saves 1-3-1
- and most important evasion !
you will need 6 fighter level to aquire all necessary feats and their prequisites!
the wizard level gives you:
- full access all arcane magic devices (crafted scrolls and wands!!!)
- 3 level 1 spells (shield!)
- an animal companion (+2 reflex saves - extremly usefull with evasion!)
- +2 will saves
- and last but not least you can learn spells and scribe scrolls up to level 5 !
weapon & equipment:
- scather and fragarach dual-wielded
- cloak of resistance +3 (craft)
- amulet of CON +6 (craft)
- gauntlets of STR +6 (craft)
- deep red ioun stone DEX +2 (craft - only with Co8)
- ring of protection +2
- ring of freedom of movement or minor fire prot.
- boots of elvenkind or boots of speed
- elven mail (+3)
skills:
tumble
hide
move silently
and all speaker skills: bluff, diplomacy,... (I gave all the "thief" skills to my "Kensai")
necessary feats:
2WF - 3rd attack
power attack - max it after you get the swords
comb. exp. - see above
cleave - you will always kill one target in one round so you will always cleave
EDIT: weapon prof.: Exotic Weapon Bastard sword - to wield both scather and frag -> thanks for the info Galuf ! - how could I forget this !
great cleave - this way he kills 6 or 7 gargoyles in one round
imp. 2WF - 4th attack (5 hasted) that never miss
imp. init - not necessary but gives you an attack on a flatfooted enemy in the 1st round
imp. crit. - great synergies with great cleave !
Stats:
STR: Most important stat - 18 increase to 20 at level 4 and 8 !
DEX: at least 16 (capped through elven mail at +4) - you can get +2 for 18 (+4) with the deep red ioun stone
CON: at least 16 - you will need CON for adequate HP and fort. saves !
INT: at least 12 - a better INT stat will give the best use of the rogue skills
WIS: at least 10 to 12 - you will need WIS only for your will saves
CHA: you will only need CHA if you use him as speaker of the group (what I did)
Spells:
level 1: 3x shield
tactics:
...the main idea behind this build is that fragarach and scather always hit - so you don't have to care about your AB !
so you can max both: power-attack and combat exp. and also use defensive fighting !
the assassin should scout (sneaking or invisible) and position himself directly next to the main enemy threat - then he should open the battle (hasted if necessary) with a full attack on this target...
...he will hit 5 times with a 100% chance and will deal ~200HP damage to the main target (and only very few enemies have more then 200HP in TOEE)
...standing between a group of enemies he has killed up to 7 gargoyles in one round with great cleave !
on the other hand he can max his AC up to 45 - see below:
10 - Base
04 - DEX
08 - elven mail +3
05 - comb. exp.
02 - ring of prot. +2
04 - fighting defensive
04 - shield
04 - barkskin (from a level 10 druid - level 2 spell)
04 - dispel evil (from a level 9 cleric - level 5 spell)
---------------------------------
45 - total
and additional use mirror image, displacement, blur and so on...
..to avoid even the natural 20 hits !!!
btw. this build will win the Luz / Hedrack battle without any problems on his own !
.
Posted: Fri May 14, 2004 7:11 am
by silverdragon72
14. powerfull PC-builds: melee - "kensai"
.
under construction
.
Posted: Tue May 18, 2004 1:59 am
by silverdragon72
16. changing NPC feats
Originally posted by Mulligan
Ok , here i go..
I managed to do it, but there has been lot's of problems with editing this file successfully, so i'll just explain how it worked for me.
(i to have had problems, but i just now solved some of them)
First open the protos.tab file with NOTEPAD. Don't use Wordpad or any other yet, the game often will not load after doing things with Wordpad.
Then make sure Word Wrap is disabled. Do this in Notepad under the "Format" scroll-down menu (nr 3 left-to-right). If Word Wrap is "hooked", unhook it.
The beginning of the protos file should now look like this:
The lines shoul be on top of each other, but they are VERY long left-right. That's fine.
Meleny's line number is 14035 (obj_t_npc), so either scroll down to it or faster, use the Find ability and type Meleny. You are then at the end of her line.
At the start or end, use your arrow keys to scroll left or right untill you see two feats in her line : Spell Penetration & Alertness. Note that there is a tabulator of "6 spaces" between the feats.
Place the cursor directly after the last "s" in Alertness (looks like this: Alertness| ). Now hit your right-arrow ONE time to move the cursor 6 spaces further along the line. Here you want to type in the feat you wish for here.
Use exact feat name, you can get them from the feat.mes file found in your TOEE/data/mes directory. There HAVE to be a tab of 6 between her feats AFAIK, DON'T use SPACE, use RIGHT-ARROW to move the cursor-point.
That's it, do this and she will Craft for you
Also, save manually just in case. Don't save on exiting.
I had her take Craft Wondrous Items feat and Heighten Spell so she could cast spells from her lvl 5 slots.
Good luck with you modding
Posted: Tue May 18, 2004 2:00 am
by silverdragon72
17. Link to Mulligans Scather Fix
.
.
Posted: Thu May 20, 2004 2:57 pm
by Eflat
What's interesting is in the World of GreyHawk Fragarach and Scather were not exact twins... There were six swords with like properties of Fragarach forged and they differed by alignment... Also What's a contradiction in the original TOEE module was that Prince Thrommel was a Paladin Lord - he would never use an intelligent Chaotic algined weapon.
btw... I also thought about it on my way home from work I've not seen a D&D manual since the mid 80's but I think I recall - From the World of Greyhawk box set we had - these were broadswords - which were one handed weapons closest to the attributes of a longsword.
FRAGARACH
This hefty steel broadsword bears a mighty enchantment. It was originally fashioned for a demigod of elsewhen, and eventually passed into the WORLD OF GREYHAWK™ Setting. It served well for a short time, all too soon falling into the hands of the minions of Chaotic Evil. It has been in their grasp for a decade or more, resting in hiding in the Temple of Elemental Evil, guarded by the worst of elemental grues. Fragarach means "The Answerer."
The sword is of Chaotic Good alignment. Any Lawful creature trying to grasp it takes 1-6 points of damage and falls senseless for 1-10 rounds. A Neutral creature holding it takes only 1-3 points and swoons for 1-4 rounds. In evil hands, Fragarach has no "to hit" bonus whatsoever; in Chaotic Neutral hands, it will strike but one opponent per round. The sword functions perfectly only for a Chaotic Good user. In such hands, its + 4 bonus always operates, and it will strike as many opponents unerringly as have struck at its possessor. Fragarach always hits all such targets, the + 4 pertaining to additional damage only. Note, however, that The Answerer always strikes last in a melee round. Against evil opponents, the bonus doubles (to + 8) whenever a natural 20 is rolled for "to hit" determination.
The sword has a hilt of silver and gold wire, most cunningly wrought. Its guard and pommel are set with perfect emeralds (corundum)—7 gems, total value 65,000 gp. Its scabbard is likewise trimmed with precious metal and decorated with many gems of green and golden hue, worth another 35,000 gp.
OTHER SWORDS OF ANSWERING
When Fragarach first came to this world, it received immediate attention and quick renown; so much so, in fact, that six other swords like it were forged and enchanted. These are lesser weapons, of course, and their alignments vary. Each has a + 2 bonus (and cannot hit opponents struck only by + 3 or better weapons). On a natural "to hit" roll of 1, no bonus applies; on a natural 20, like their predecessor, the bonus is doubled (to + 4). These lesser swords are identified by the differing gems set in guard and pommel. They are reported to be amethyst, aquamarine, garnet, peridot, topaz, and tourmaline stones, with combined value of about 24,000 gp per weapon, 16,000 gp per scabbard. These weapons are named Rebutter, Scather, Replier, Retorter, Squelcher, and Back-Talker, in honor of Fragarach.
also... Funny thing but I distinctly remember it took us like a week to get through the Temple of Elemental Evil module on PnP, which of course translates to but a night when a computer does the rolling;-)