Darth Canoli
Arcane
I took back my last playthrough of ToEE and realized knowing the best parts of the game allows you to avoid the underwhelming parts (Hommlet quests, half the temple's first floor) and focus on the good parts (Elemental quests, Nodes, some Nulb's quests).
The party you create will also play a huge part, picking the right party for your play-style is far more important in ToEE than in any other cRPG i've played.
I've launched the game a lot of times but never fought Zuggtmoy until now, usually, i stop after Hedrack's fight, which is really good.
Also, monks are not very good in most cRPG (except for the robot monk in Wizardry 8) and i think i've read they were worthless in ToEE.
Turns out they're overpowered (except my monk could barely damage zuggtmoy for some reason, armed or unarmed so he would tank and heal the cleric )
Party i used this time :
I wanted to go for a 4 men party but added the 5th "useless" one for fun, turns out the bard isn't that useless, just the opposite.
Details on the party :
I killed Zuggtmoy with that team without destroying the skull (lacked the windthing scroll, had one at some point but sold it) at level 10, i'm not saying it wasn't tedious.
Afterward (Co8 install) i was catapulted to Verbonosc which was underwhelming so i took back the last save to clean the nodes
Next step Hedrack and then come back to Zugg and maybe go on with Verbonosc (or not)
Anyway, even if i didn't get the good ending before, i played the game many times and it was my most enjoyable playthrough (tackled good and evil quests all the same as usual) so far.
The party you create will also play a huge part, picking the right party for your play-style is far more important in ToEE than in any other cRPG i've played.
I've launched the game a lot of times but never fought Zuggtmoy until now, usually, i stop after Hedrack's fight, which is really good.
Also, monks are not very good in most cRPG (except for the robot monk in Wizardry 8) and i think i've read they were worthless in ToEE.
Turns out they're overpowered (except my monk could barely damage zuggtmoy for some reason, armed or unarmed so he would tank and heal the cleric )
Party i used this time :
- Monk for tanking/dealing damage (staff and unarmed)
- Rogue (shortsword/rapier) for damage purposes
- Cleric for tanking / cleric spells and to ease the pain against undead early on (shield + heavy mace)
- Sorcerer (enlarge, fireball, grease, stink cloud, the usual suspects ...) - sling
- Bard specialized in enchantment (they get these spells earlier) - crossbow, would go with a bow if i had feats to spare (archers bracers don't seem to work, unfortunately)
I wanted to go for a 4 men party but added the 5th "useless" one for fun, turns out the bard isn't that useless, just the opposite.
Details on the party :
Rogue
Cleave, opportunist, greater cleave, vexing flanker, Two weapons fighting ...
He does the job, greater cleave + some dex bonus is amazing, one handed early on two handed later with vexing flanker + two handed feat + shortsword, great damage dealer, a real plague for your enemies once buffed (heroism or greater + enlarge)
Monk
2 attacks from the beginning with flurry of blows, amazing tank, he's a beast once buffed (heroism or greater + enlarge), of course opportunist feats + greater cleave + enlarge = massacre.
Cleric
Invaluable against undead, great tank, interesting spells, the cleric is vital.
Sorcerer
I've always preferred sorcerers over wizards, unlike the cleric's spells, you won't use most wizards spells anyway so having more of them ready when you need them is invaluable (enlarge and grease mostly, these two win battles on their own)
Bard
Interesting buffs, early enchantment spells (tasha's hideous laughter is amazing), what's not to like ?
Cleave, opportunist, greater cleave, vexing flanker, Two weapons fighting ...
He does the job, greater cleave + some dex bonus is amazing, one handed early on two handed later with vexing flanker + two handed feat + shortsword, great damage dealer, a real plague for your enemies once buffed (heroism or greater + enlarge)
Monk
2 attacks from the beginning with flurry of blows, amazing tank, he's a beast once buffed (heroism or greater + enlarge), of course opportunist feats + greater cleave + enlarge = massacre.
Cleric
Invaluable against undead, great tank, interesting spells, the cleric is vital.
Sorcerer
I've always preferred sorcerers over wizards, unlike the cleric's spells, you won't use most wizards spells anyway so having more of them ready when you need them is invaluable (enlarge and grease mostly, these two win battles on their own)
Bard
Interesting buffs, early enchantment spells (tasha's hideous laughter is amazing), what's not to like ?
I killed Zuggtmoy with that team without destroying the skull (lacked the windthing scroll, had one at some point but sold it) at level 10, i'm not saying it wasn't tedious.
Afterward (Co8 install) i was catapulted to Verbonosc which was underwhelming so i took back the last save to clean the nodes
Next step Hedrack and then come back to Zugg and maybe go on with Verbonosc (or not)
Anyway, even if i didn't get the good ending before, i played the game many times and it was my most enjoyable playthrough (tackled good and evil quests all the same as usual) so far.
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