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I want to know which mode of play is stronger in this game? Is it melee weapons, ranged weapons, or spell casting? I would like to make a ranged weapon specialist and since this game is much less high of a level, I would like to know if melee is stronger than ranged weapons like in Baldurs Gate?
This question / problem has been solved by Mimoimage
Hard to make a clear cut case; the right tool for the right job, ya know?

I will say that I found polearms like the long spear and glaive to be extremely potent in ToEE. The extra reach they have is the only good way to avoid taking attacks of opportunity from larger opponents in melee, while allowing you the same against opponents of inferior reach.
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Blameless: I will say that I found polearms like the long spear and glaive to be extremely potent in ToEE. The extra reach they have is the only good way to avoid taking attacks of opportunity from larger opponents in melee, while allowing you the same against opponents of inferior reach.
This. Reach weapon + great cleave + whirlwind attack + combat reflexes = engine of destruction. Spellcasters are also very useful to have around, particularly at low levels when a well-placed Web spell can immobilize an entire mob while you deal with them at your leisure. Archery tends to be on the weaker side, at least until you've taken a ton of feats, at which point it's merely passable.
Post edited March 09, 2013 by DarrkPhoenix
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Blameless: I will say that I found polearms like the long spear and glaive to be extremely potent in ToEE. The extra reach they have is the only good way to avoid taking attacks of opportunity from larger opponents in melee, while allowing you the same against opponents of inferior reach.
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DarrkPhoenix: This. Reach weapon + great cleave + whirlwind attack + combat reflexes = engine of destruction. Spellcasters are also very useful to have around, particularly at low levels when a well-placed Web spell can immobilize an entire mob while you deal with them at your leisure. Archery tends to be on the weaker side, at least until you've taken a ton of feats, at which point it's merely passable.
Missile weapons are what you use when an enemy is stuck in a web or when your armor class sucks and you're out of spells. Strong melee characters are mandatory because the enemy will try to close with your spell casters and shooters. Plus, the enemy will hit you and hit you often if your tanks are weak.
It's a synthesis of abilities that really rocks out. Try throwing haste, bulls strength, and enlarge person on your reach-weapon characters and watching everything around them just drop dead. Spellcasters in a supporting role are incredibly powerful, but they need strong fighters to be the recipients of these spells. Of course, spellcasters can also wreck havoc with enemies using spells like stinking cloud; nothing like walking into a room filled with bandits and making half of them choke and gag on the floor before they can lift a finger because the wizard won initiative.