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I think I'm in trouble.

Discussion in 'The Temple of Elemental Evil' started by Saurstalk, Dec 29, 2005.

  1. Saurstalk Gems: 1/31
    Latest gem: Turquoise


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    I've entered the elemental nodes with the bulk of my PCs (and NPCs) being 9th level. Still, in the Earth Node, I'm WHOMPED by the galeb duhr, and the demon? Eh .. yeah. WHOMPED me hard each time. I'm worried that I'm going to be outclassed at each node by the Bossman.

    What are some tactics you all used to whup 'em?

    My group consists of:

    Hlf Bbn9
    Dwf Rog6 Ftr3
    Dwf Rgr9
    HlfOrc Clr5 Ftr4
    Hu Ftr9 (w/ that sweet bastard sword/greatsword)
    Hu Wiz9 - Spurgieon (or whatever his name is)
    Hu Ftr6 - Recent addition from castle in Hommlet
    Hu Wiz6 - Recent addition from castle in Hommlet
     
  2. m3d4 Gems: 1/31
    Latest gem: Turquoise


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    [​IMG] One solution is to Craft Magic Items - Feat skill.

    See a detailed guide on www.gamefaqs.com. FAQS PAGE FOR THIS GAME.

    You will need to use EXP to take a weapon and add on attributes - Frost, holy, 3 burst etc.
    I found my enhanced weapons did high damage and hits like Prince Thrommels sword.


    Lee
     
  3. wizard lover Gems: 1/31
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    u should get some full class charachters
     
  4. allyx Gems: 2/31
    Latest gem: Fire Agate


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    I'd do the Air node first, the Vrock is the easiest of the guardian demon's, the othe monsters (usually) don't attack on sight, so you can attack them at your own pace, give the rogue/fighter another level of fighter (weapon specialization y'know ;) ) Dump Burne - he takes more than his fair share of loot, clear out the rest of the temple levels before going back to finish the nodes and Zuggtmoy later.

    Crafting is the greatest :) many great weapons and other items can be made to make the later stages of the game so much easier.
     
  5. wizard lover Gems: 1/31
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    were are these nodes??????
     
  6. allyx Gems: 2/31
    Latest gem: Fire Agate


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    the nodes are pocket planes, one for each element, you can go to the nodes from Hedracks room (the way's in are on the left, the way's out are on the right), you can travel between the nodes quite freely, but the way out is blocked by a guardian demon (Vrock = Air, Balor = Fire, Hezrou = Water and Glabrezu = Earth) each has a gem for the orb of golden death
     
  7. Sir Fink Gems: 13/31
    Latest gem: Ziose


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    I can't say enough good things about having a druid in this game. Two spells they get: spike stones and spike growth. Big area effect spells that slow/hold opponents and/or do major damage to enemies when they walk through the area of the spell. Worked great against all those rooms filled with two dozen monsters. Cast area spells and just let the monsters come to you. Most die by the time they reach you, if not from the spells themselves then from the fireballs, ice storms and arrows of the other team members.
     
  8. Bombur

    Bombur I'm always last and I don't like it

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    As Sir Fink suggested, you need to keep them from surrounding you, and do large-area damage from a distance. I found the galeb duhr quite easy with an entangle spell (thank you druid) and fireballs (thank you sorcerer), but any spell that helps you buy some time and strike from a distance should help. Have your wizards use web and grease, for example, then blast away with fireballs. Summon some help to absorb damage in hand-to-hand.

    For the demon, fireballs are again quite useful (be careful to position them correctly). Also try flanking him with your rogues to get the sneak attack bonus. Take out his summoned help early, if you can.
     
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