The Temple of Elemental Evil: Difference between revisions

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* Assuming you can detect that same group of level-appropriate foes early, then you have lots of options:
* Assuming you can detect that same group of level-appropriate foes early, then you have lots of options:
 
** find an alternate route. Enemy groups are sedentary (no roaming patrols), and there's usually 2-3 paths through any dungeon section (although you may need a skilled rogue to find those paths)
* * find an alternate route. Enemy groups are sedentary (no roaming patrols), and there's usually 2-3 paths through any dungeon section (although you may need a skilled rogue to find those paths)
** retreat, heal, replenish spells, and even (if necessary) recruit new allies
 
** try to open hostilities by catching most of the enemy group in an area-effect spell (or by backstabbing the enemy healer)
:: - retreat, heal, replenish spells, and even (if necessary) recruit new allies
** find a defensible bottleneck and lure the enemy into it
 
:: - try to open hostilities by catching most of the enemy group in an area-effect spell (or by backstabbing the enemy healer)
 
:: - find a defensible bottleneck and lure the enemy into it


* Archers don't deal much damage compared to melee fighters or casters. The best use for them that I've found is suppressing enemies via the "Tactical" slice of the radial menu. You can disrupt a mage's spell or stop a charging enemy in his tracks... but only if you actually hit them. Therefore, it's important to position archers tactically and keep a clear line-of-sight; if you start firing over/through/into a scrum then you're going to suffer serious penalties on your rolls. You also need to predict the enemy's actions to some degree; if you tell your ranger to "Wait for spell" and nobody casts one, then he's just going to stand there looking stupid until his next turn.
* Archers don't deal much damage compared to melee fighters or casters. The best use for them that I've found is suppressing enemies via the "Tactical" slice of the radial menu. You can disrupt a mage's spell or stop a charging enemy in his tracks... but only if you actually hit them. Therefore, it's important to position archers tactically and keep a clear line-of-sight; if you start firing over/through/into a scrum then you're going to suffer serious penalties on your rolls. You also need to predict the enemy's actions to some degree; if you tell your ranger to "Wait for spell" and nobody casts one, then he's just going to stand there looking stupid until his next turn.


* Take your time when leveling up and choosing spells for your arcance casters (sorceror, bard, wizard). You'll feel outgunned in the early stages so it's tempting to focus purely on offense (e.g. what's going to inflict the most damage, to the most foes, in the least time?). However, a 2nd-level direct damage spell won't be of much use in the endgame, while a 2nd-level buff/debuff might still be useful. A few pointers:
* Take your time when leveling up and choosing spells for your arcance casters (sorceror, bard, wizard). You'll feel outgunned in the early stages so it's tempting to focus purely on offense (e.g. what's going to inflict the most damage, to the most foes, in the least time?). However, a 2nd-level direct damage spell won't be of much use in the endgame, while a 2nd-level buff/debuff might still be useful. A few pointers:
 
** fog/mist spells can render enemy archers impotent
:: - fog/mist spells can render enemy archers impotent
** a berserk enemy is very dangerous (due to bonus damage), and hard to kill (due to bonus hitpoints). A simple "Calm Emotions" spell will remove both of those bonuses
 
** the game will throw a lot of magical loot at you, but if you want to specialize your characters in unusual weapons then you'll probably need to enchant your own weapons for maximum effect. Consider taking the "Craft Magic Arms and Armor" feat early (to sneak a peek at the prerequisites list), and choose spells accordingly
:: - a berserk enemy is very dangerous (due to bonus damage), and hard to kill (due to bonus hitpoints). A simple "Calm Emotions" spell will remove both of those bonuses
** a blind enemy is a lesser threat and an easier target. The glitterdust spell will enable you to blind several enemies simultaneously
 
** some spells have materials costs which are easy to overlook if you aren't familiar with D&D rules, but such factors are listed in the spell description. Stoneskin costs 100gp IIRC.
:: - the game will throw a lot of magical loot at you, but if you want to specialize your characters in unusual weapons then you'll probably need to enchant your own weapons for maximum effect. Consider taking the "Craft Magic Arms and Armor" feat early (to sneak a peek at the prerequisites list), and choose spells accordingly
 
:: - a blind enemy is a lesser threat and an easier target. The glitterdust spell will enable you to blind several enemies simultaneously
 
:: - some spells have materials costs which are easy to overlook if you aren't familiar with D&D rules, but such factors are listed in the spell description. Stoneskin costs 100gp IIRC.


* Almost every locked chest that you find will also be trapped. Unless you have a rogue in your party, you might as well just leave them alone. Note: you can recruit a rogue henchman if you didn't include one in your main party. On the bright side, the game doesn't have any "free-floating" traps, so you're don't need to spam the "Search for traps" key every five feet.
* Almost every locked chest that you find will also be trapped. Unless you have a rogue in your party, you might as well just leave them alone. Note: you can recruit a rogue henchman if you didn't include one in your main party. On the bright side, the game doesn't have any "free-floating" traps, so you're don't need to spam the "Search for traps" key every five feet.