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Hi everyone. I'm trying to get into this game after having failed to after I originally got it from GoG a year or so ago. As you probably know, it it's pretty difficult and isn't very forgiving for uneducated newbs such as myself. So, I'm posting here hoping someone can help me create the most newb friendly party possible.

For instance, I'd like to know how to build different class characters, what skills and spells to get them but also what minimum stats the different classes should have. Also, I'd like to know what a preferable mix of classes would be for someone unfamiliar with the DnD games genre.

I know this is asking a lot, but this game has pretty much gotten me stumped, and I figure it was created with DnD pros in mind. If there is a website or something that could help me I'd appreciate that too; most of the guides I've seen have been sparse, more like a list of tips really.

Also, I have the Co8 mod pack (latest version) installed, so I'll be starting in Welkwood Bog.

Thanks for any assistance!
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kebsis: Hi everyone. I'm trying to get into this game after having failed to after I originally got it from GoG a year or so ago. As you probably know, it it's pretty difficult and isn't very forgiving for uneducated newbs such as myself. So, I'm posting here hoping someone can help me create the most newb friendly party possible. For instance, I'd like to know how to build different class characters, what skills and spells to get them but also what minimum stats the different classes should have. Also, I'd like to know what a preferable mix of classes would be for someone unfamiliar with the DnD games genre. I know this is asking a lot, but this game has pretty much gotten me stumped, and I figure it was created with DnD pros in mind. If there is a website or something that could help me I'd appreciate that too; most of the guides I've seen have been sparse, more like a list of tips really. Also, I have the Co8 mod pack (latest version) installed, so I'll be starting in Welkwood Bog. Thanks for any assistance!
Did you have a look at Terra Arcanum or the Co8 site? I´m pretty sure I´ve seen somewhere a beginners guide.
The traditional mix would include a fighter (high str and con), cleric (high wis and good str and con), rogue (high dex, good int maybe good cha) and a mage (high int, good dex) when selecting offensive spells it's often better to pick spells that affect multiple targets. That way, if one monster makes his save, you still have a chance of affecting others.

This thread http://www.gog.com/en/forum/temple_of_elemental_evil/toee_tips has some additional hints and tips although some are aimed at more experienced players.
Post edited October 16, 2012 by gnarbrag
I typically have something like: 2 front-liners, healer, rogue, mage.
Basically 2 fighters/barbarians/monks/rangers/paladins, a cleric or druid, a rogue, and a wizard or sorcerer. Mix 'n match!
gnarbrag had good ideas for which stats are good for which class. I might add that Con helps wizards and sorcerers get extra hp, to compensate for their miserable 1-4 hp per level.

As for spells, I like spells with dramatic effects. Magic Missile does straight damage(fine, but unimpressive), while Charm Person takes over an enemy's mind for a good while! They both cost the same.
Have fun!
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kebsis: Hi everyone.
In case you don't know Gamefaqs is a great website for guides on most any game. Looking there for toee, I see this:

http://www.gamefaqs.com/pc/589356-the-temple-of-elemental-evil/faqs/25842

Is that guide helpful, or is there more info that you'd like?
Don't knock magic missile as a spell choice. Ever. GRAWR.
But seriously, it scales reasonably well, does no-save damage, ignores illusory effects, can be used as either a mighty thwack on a single target or can deal finishers to more than one critter at the same time.... also the spam means that one or two of them will get through a SR check so you're having SOME effect.... need I go on? :P
With a little careful management, you can get almost any party through, but a good mix is as someone said, pair of front liners, a healer, a sorc or wizard for artillery, and then the fifth slot is really up for grabs. Personally I like having a pair of arcane casters as 4 & 5, pair of fireball launchers can deal with some of the group encounters VERY fast.
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Solar1313: Don't knock magic missile as a spell choice. Ever. GRAWR.
Right you are.

With greater spell penetration, that's my weapon of choice against big baddies.
There are kind of better spells, but many allow saving throws.
With missiles, a couple will usually go through even high spell resistance.

Empowered and maximised magic missiles are even sweeter. :)


But I guess the OP has either finished or given up ToEE by now already.