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The Temple of Elemental Evil Online Solution by David Milward


PARTY CREATION GUIDE   NPCs   ITEMS   CIRCLE OF EIGHT
HOMMLET   MOATHOUSE   NULB
TEMPLE   ELEMENTAL NODES   ENDGAME

About the Solution   About the Maps   About the Author   Solution Updates


CREATING SOME ITEMS FOR YOUR PARTY

After racking up some dough for rescuing both Prince Thrommel and Countess Tillahi, its time for my party artificer, Valarian, to go to work.

Craft Wondrous Items

Crafting Wondrous ItemsWhenever you select Craft Wondrous Items from the Radial Menu, you’ll get a screen that provides a complete list of the items that you can make. When you click on that item, you’ll get a description of what the item does, the experience point cost to make it, and the gold cost.

With the gold collected from Lord Grundwell and Countess Tillahi, I then proceed to make these items immediately (most of which require 1,440 xp and 18,000gp):

Of course, the obvious problem with this is that it drains Valarian’s experience points. But it isn’t really that big a deal. Places like the Deklo Grove and Imeryds Run allow you to recoup the experience points. Furthermore, Valarian will in some ways benefit from the Challenge Rating system whereby higher-level characters earn less experience from battles than lower-level characters would. As such, Valarian doesn’t fall too far behind, and will catch up well before the endgame.

Along the way, Valarian will craft the remaining items when the party amasses enough gold. Worry not. There’s more than enough treasure to be discovered in the Temple of Elemental Evil to finance such ambitions. Those remaining items are:

I won’t make Bracers of Armor for Lanatir, because I’ll find them in the Temple anyway.

Craft Magic Arms and Armor

This feat requires you to have either a masterwork item, or a weapon or armor that has already been enchanted to at least +1. The maximum enchantment that an item can have is +3. What you need to do is to have the item in the inventory of your spellcaster. The spellcaster then activates his feat from the radial menu. The items that he can enchant will show up in the menu. If a possible enchantment is highlighted in white, it means that he can place that enchantment upon the weapon. If the option is highlighted in blue, it means that the item already has that enchantment. If the option is highlighted in grey, it means that somehow the player is unable to select that enchantment, whether because he or she lacks the needed xp, gold, or spells.

To raise the enchantment, from +1 to +2 for example, you only need experience points and gold. On the other hand, certain modifications require the artificer to have certain spells and a certain caster level as prerequisites. These requirements for the most part can be found in the Dungeon Master’s Guide 3.5e. However, somebody named silverdragon72 posted information specific to ToEE on the Gamebanshee forums. That information is now provided below.

Flaming – weapon scores +1d6 fire damage with each hit
Prerequisites: 8th level caster and Flame Blade, Flamestrike, or Fireball
Weapon must be at least +1

Frost – weapon has a +1 bonus and scores +1d6 cold damage with each hit
Prerequisites: 8th level caster and Chill Metal or Ice Storm
Weapon must be at least +1

Shock – weapon has a +1 bonus and scores +1d6 electrical damage with each hit
Prerequisites: 8th level caster and Call Lightning or Lightning Bolt
Weapon must be at least +1

Keen – doubles the critical hit range of the weapon; apparently it works just as well for blunt weapons.
Prerequisites: 10th level caster and Keen Edge.
Weapon must be at least +1

Mighty Cleaving – Weapon has a +1 bonus and confers one additional Cleave attack each round.
Prerequisites: 8th level as a divine spellcaster
Weapon must be at least +2

Icy Burst – Weapon inflicts 1d10 cold damage on a critical hit. If critical multiplier is x3, then cold damage is 3d10.
Prerequisites: 10th level caster and Chill Metal or Ice Storm.
Weapon must be at least +2

Shocking Burst – Weapon inflicts 1d10 damage on a critical hit. If critical multiplier is x3, then cold damage is 3d10.
Prerequisites: 10th level caster and Call Lightning and Lightning Bolt.
Weapon must be at least +2

Holy – Weapon inflicts an extra +2d6 damage against evil opponents.
Prerequisites: 7th level good-aligned caster and Holy Smite
Weapon must be at least +1

Unholy – Weapon inflicts an extra +2d6 damage against good opponents.
Prerequisites: 7th level evil-aligned caster and Unholy Blight

Axiomatic – Weapon inflicts an extra +2d6 damage against chaotic opponents.
Prerequisites: 7th level lawful-aligned caster and Order’s Wrath
Weapon must be at least +2

Anarchic – Weapon inflicts an extra +2d6 damage against lawful opponents.
Prerequisites: 7th level chaotic-aligned caster and Chaos Hammer
Weapon must be at least +2

My own additions:

Spell Resistance [13] – This option enchants an armor so as to provide a +13 Spell Resistance bonus to its wearer.

Silence – This option enchants an armor so as to provide a bonus to Move Silently checks.

Here are the improvements that I made.

Sir Tirion:
- Ferofist takes the Flaming Long Sword +1 and boosts it to a Flaming Holy Sword +3 of Mighty Cleaving. Now my Paladin truly rocks.
- Full Plate +1 to +3.
- War Hammer +2 to +3.

Ferofist:
- Ferofist transforms his Great Cleaver to a Holy Great Cleaver +3.
- Holy Mace +1 to +3.

Alliria:
- Ferofist transforms the Dagger of Venom +1 to a Holy Dagger of Venom +3.
- Troll Bone Armor to Troll Bone Armor +3.

Valarian:
- Long Bow +1 to Long Bow +3.

Where the armors were concerned, Spell Resistance of only 13 and Silence didn’t seem that big a deal to me.


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