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Who wants to be a character in my game?
Topic Started: Feb 17 2016, 03:05 PM (2,347 Views)
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Crazy Awesome Legend

The manual was about 300 pages long. I still have the original case somewhere.

Try this site for some guidance.

http://www.sorcerers.net/Games/ToEE/Walkthrough/index.php

I shall also offer some beginner tips.

Never use pre generated characters. Always make your own.

Best classes for each race:

The best classes for humans are fighters, rogues, clerics, druids, barbarians and sorcerers.

The best classes for dwarves are fighters, barbarians and clerics.

The best classes for elves are wizards, druids, sorcerers, rangers and bards.

The best classes for gnomes are rangers and bards.

The best classes for half orcs are barbarians and fighters.

The best classes for half elves are rangers, druids and bards.

The best classes for half flings are rogues, rangers and bards.

Wizards are superior to sorcerers due to how they learn spells.

With your melee characters you want to focus on getting great cleave as quickly as you can. Your wizard will want to start off getting ranged attack feats since he won't have any decent spells until level five. Then you want to try and aim for crafting skills as you can forge powerful items that you cannot otherwise purchase.

Don't bother learning any healing spells with your cleric. Instead choose healing as one of your domains and use the shift key to alternate between healing spells and buffs.

Make a character who's only good for speaking. Give him 18 charisma and another high stat for intelligence. I recommend a half elf tanger or bard.

Class stat preferences:

Fighter: strength, dexterity, constitution, wisdom.

Barbarian: strength, dexterity, constitution, wisdom.

Wizard: intelligence, dexterity, wisdom, constitution.

Sorcerer: charisma, dexterity, intelligence, wisdom.

Cleric: wisdom, constitution, strength, intelligence.

Bard: charisma, dexterity, intelligence, constitution.

Druid: wisdom, intelligence, dexterity, constitution.

Monk: dexterity, wisdom, strength, intelligence, constitution.

Paladin: strength, charisma, intelligence, wisdom, constitution.

Ranger: dexterity, wisdom, intelligence, strength.

Rogue: dexterity, intelligence, wisdom, strength

Give anyone who can use one a glaive. Reach weapons will save your bacon combined with five foot steps to avoid attacks of opportunity.

Use charge attacks whenever possible since they add plus one to your attack rolls.

Finally onto how attacking works.

The game rolls an imaginary 20 sided dice and also adds your proficiency score to decide if a weapon connects. One always misses and rolling a 20 is a critical hit. It's not critical if your proficiency was added to the di to reach 20. The aim is to score a number equal to or higher than your opponents armour class. Then the computer rolls another set of dice dictated by your weapon type or spell.

They consist of the following types.

d4. A four sided dice.
d6 A six sided dice.
d8 An eight sided dice.
d10 A ten sided dice.
d12 A twelve sided dice.

Even the strongest weapons in the game only use up to a twelve sided dice.

So how come sometimes I can hit for over twenty damage despite only using a weapon of 1d8? Because attacks and damage add your strength or dexterity bonus to the roll as well as any other extra feats you may have.

So as an example. I have a fighter with 18 strength using a 1d8 weapon. 18 strength means I get +4 to my attack and damage rolls. In theory I can only deal 12 damage. But a critical hit is double damage so I can actually do as much as 24. If you throw in magic weapons then it gets even higher.

Hope that helps :p


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