Temple Of Elemental Evil Art

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.: October 3, 2003,Mode(s)The Temple of Elemental Evil is a. It is a remake of the classic adventure using the 3.5 edition rules. This is the only video game to take place in the campaign setting, and the first video game to implement the 3.5 edition rule set. The game was published by, who then held the interactive rights of the Dungeons & Dragons.The Temple of Elemental Evil was released in autumn of 2003 and was criticized for stability issues and other.

The turn-based tactical combat, however, was generally thought to be implemented well, and is arguably the most faithful representation of the then-current ('3.5e') rules in a video game. A radial menu is used for choosing a character's actionsThe game focuses on a party of up to five player-controlled characters. These characters can be created by the player or can be one of the pre-made characters that come with the game. All, however, must be within one step of a party. Any player-made characters are created in a 13-step process; there is, however, an option to let the game deal with most aspects of character creation for the player.

At any time, the party can have up to three followers, and all player characters can have a and/or animal companion as allowed by class.All characters have a screen that shows information pertaining to them. Five tabs—inventory, skills, feats, spells, and abilities—allow the player to manage equipment, change spell configurations, and compare character attributes. This screen also appears when the party is bartering with an NPC or looting a body, but clicking out of the inventory tab will eject the player from the interaction. Additionally, small portraits of the characters appear on the bottom of the screen, along with a small red bar showing remaining health and icons depicting any status conditions, such as level drain, blessings, or paralysis.The characters are controlled via radial menus.

Temple of Elemental Evil Concept Art: N/A: View: A number of pieces of the game's concept art, from buildings to creature models. Temple of Elemental Evil Wallpaper: Varies: Download: A wallpaper made from the concept art of the Temple of Elemental Evil. Two sizes are available.

After selecting a character, the player right clicks to open a circular menu. From there, hovering over wedges brings out more options, such as specific spells, actions, or inventory items. The main radial menu, which encircles a picture of the character selected, has up to six sections, the number being based on class abilities. Specific actions are color-coded based on the type of action they are.Characters can use their skills throughout the game by selecting them on the radial menu. If a player wanted to pick another character's pocket, he or she would select a character with the Sleight of Hand skill, left-click on the skill from the radial menu, and left click on the victim. Dialog skills, such as Intimidate and Gather Information, appear as options in dialog with an icon denoting the skill being used. Skills are increased every level at a rate derived from the character's class and Intelligence.Combat is turn-based, with characters going individually based on their.

Each character can make five types of actions: free, no, full-round, move, and standard. Characters can take a move action and a standard action each turn. Full-round actions count as a use of both actions. Free actions take a negligible amount of time to perform, so they count as neither actions. No actions also count for neither actions, but they require special circumstances in order to be performed. Characters can choose special attacks to perform or spells to cast, and they can also choose to attack or cast in specific ways.

Defensive casting and fighting, dealing non-lethal damage, tripping an opponent, and coup de graces are examples of particular actions in combat. Characters have a set yet semi-random number of hit points based on their level, class, and Constitution score. Upon being reduced to zero hit points, a character is staggered, and a full round action will cost him or her one hit point.

A creature with hit points between −1 and −9 is unconscious, and loses one hit point a round. The character has a 10% chance of stabilizing, which will stop the loss of hit points but will keep the character unconscious. Other characters can stop this loss of life through a successful heal check. If a character or creature reaches −10 hit points, it dies.Although most of the main rules from 3.5 edition of Dungeons & Dragons are implemented, there are several exceptions. Some of them, such as applying a bonus to from the Dodge feat, are simplified to streamline play.

Others, such as not letting prone characters attack, are implemented to reduce the number of required animations. The structure of the engine is also utilized, allowing encumbered characters to move at 3/4 their maximum rate, even if the resulting speed is not a whole number. Certain abilities, including Barbarian Rage, are modified to better flow with the game.

A hybridization of some rules also occurred; the spell Doom is modified to reflect the first printing of the, and weapon sizes are a blend of 3 and 3.5 editions. The game also has two difficulty levels, Normal and Ironman, with the latter intended to more closely mimic the.

Plot Thirteen years before the start of the game, Hommlet was a peaceful town. Due to low taxes and safe roads, the area became prosperous, and the village flourished. This prosperity drew the attention of evil forces, who began slowly trickling into the area.

It is not known where these forces came from, but the Dyvers of and the inhabitants of the forestlands of the Wild Coast were the chief suspects. As the presence of bandits, and increased, a local militia led by Waldgraf of Ostverk was raised to defend Hommlet. This only served to check the evil forces, however.Six miles from Hommlet, a group of hovels formed a center for the evil activity. The locals ignored this threat since it was in the marshes, and Nulb began growing.

A small built to an evil god grew into a stone structure as the evil forces pillaged and robbed the lands around Hommlet. For three years the Temple of Elemental Evil served as a center for the swarms of vile creatures who plagued Hommlet. As the evil grew in power, the land around the Temple suffered from pestilence, famine, and a lack of commerce.The leaders of the Temple grew too power-hungry, and they were defeated in the after challenging the kingdoms of the north.

The evil forces were slaughtered, and their mighty Temple was destroyed and sealed with magic and blessings. In the years that followed, Hommlet became a destination for adventurers, who brought wealth to the city and returned the area to its peaceful origins. Eventually, stopped coming, and the village went back to life as usual. A year before the start of the game, however, bandits once again began trickling into the region, and the villagers appealed to the Lord the Viscount of Verbobonc for aid. He responded by providing funds for Burne and Rufus, two well-known adventurers from the area, to build a keep just outside Hommlet.

Story The game begins with an opening that is determined by the of the party. All of these require the player to start in the town of Hommlet. After arriving in town and completing minor quests for the townsfolk, the player is directed to the moathouse, a small, fortified outpost to the east.

The moathouse is home to bandits, and the player is asked to clear them out. However, in the dungeons of the moathouse, the player encounters a large force of led by an named Lubash and a priest of the Temple of Elemental Evil, Lareth the Beautiful.After defeating Lareth, the player can then go to either the Temple itself, or to Nulb, a town in the swamplands nearby. If the player goes to Nulb, many of the citizens will talk of the Temple. Spies for the Temple are living in the town, and the player can gain passage into the heart of the Temple by pretending to be interested in joining.

The Temple is divided into four factions:, and Temples. Each Temple is at war with the other three in a perpetual struggle for supremacy. The player is asked by all four to provide assistance, and can gain access to Hedrak, the leader of the Temple of Elemental Evil, by performing quests for the sub-Temples. Most of the sub-Temples require the player to kill a leader of an opposing Temple to gain access to Hedrak.Upon meeting Hedrak, the player has two options: kill him, or accept his quest. If the player accepts the quest, which is to kill Scoorp the Hill giant, Hedrak will make the player a part of the Temple of Elemental Evil, thus ending the game. If the player kills Hedrak, the way to four nodes of elemental power will be available. Inside each of these nodes is a gem.

These gems can be inserted into the Orb of Golden Death, which is hidden inside the Temple, to form a powerful artifact. Deep inside the Temple, the player must then deal with, the of fungus. The player can, based on choices made, fight Zuggtmoy, fight a weaker version of Zuggtmoy, or avoid a fight altogether. This can lead to one of three endings if the player succeeds: Zuggtmoy is banished for 66 years, Zuggtmoy is destroyed permanently, or Zuggtmoy lives on, but the player is well rewarded.Development The Temple of Elemental Evil was intended as re-creation of the classic Dungeons & Dragons module of the. The publisher was, who then held the interactive rights to the Dungeons & Dragons. Its developer was, who began the project on February 1, 2002 with a development team of 14 people. The game was first announced on January 9, 2003 under the title Greyhawk: The Temple of Elemental Evil.

It was developed with an enhanced version of the game engine.Originally the designers intended to use the Dungeons & Dragons 3.0 edition rule set, but decided in mid-development to use the 3.5 edition rule set instead. In order to complete this adaptation, Atari gave Troika an additional two months of development time, extending their deadline to August 1. However, the game was not completed until August 30.

Some of the reasons for this included the need for extensive testing and the creation of unique play experiences for characters of different alignments. The game went on September 4, 2003, 19 days before it was originally intended to be shipped. Reception The Temple of Elemental EvilAggregate scoresAggregatorScore71%71/100Review scoresPublicationScore7.9/107.5/1079%With sales of 128,000 copies and revenues of $5.2 million by February 2005, The Temple of Elemental Evil was less commercially successful than Arcanum, Troika Games' previous release.

Characterized both games' commercial performances as substandard, and as contributing factors to Troika's closure in 2005. The Temple of Elemental Evil 's critical reception was 'mixed or average', according to the website.The game was reviewed in 2004 in #321 by Clifford Horowitz in the 'Silicon Sorcery' column. Horowitz comments: ' The Temple of Elemental Evil computer game is about as classic Dungeons & Dragons as you can get.' 's Desslock called it 'a game by D&D fans and for D&D fans, and it provides all RPG fans with the opportunity to experience one of the genre’s classic adventures.' 's echoed those sentiments; it gave the game a 7.9 out of 10, calling the game 'one of the most authentic PC Dungeons & Dragons experiences of the past few years.' Jamie Madigan of gave the game four out of five stars, but he made note of a lack of multiplayer options.

Tal Blevins of gave it a 7.5, saying ' ToEE isn't perfect, but it's certainly not a stinker.' GameZone gave an 8.4 out of 10, saying it 'is a game that those who are serious about D&D-based RPGs should have in their library.' John Breeden II of complimented the game's graphics, particularly the animated scenery, and also said that 'monsters appear suitably gruesome'. According to GameSpy, 'players who persevered were rewarded with an ultimately fun and satisfying experience – just not the mind-blowing one they had hoped for.' Adam Fleet of wrote, 'That this game is still recommendable in its current state is a testament to just how good this game could have been, as well as the barren state of the current RPG landscape in general.' The nominated The Temple of Elemental Evil as its pick for 2003's best computer role-playing game, but ultimately gave the prize to. It was also a finalist in 's special award categories for audio design and art direction that year.

However, the game did receive Computer Games Magazine 's special 'Raid™ Post-patch Recovery Award' and 's 'Old School RPG Award' for 2003. The latter publication's editors wrote, 'No game brought back memories of the old pen-and-paper Dungeons & Dragons days the way Temple of Elemental Evil did.' Controversy Upon its release, The Temple of Elemental Evil created a small stir due to the availability of the option for a male character to enter a same-sex marriage. In the town of Nulb, a pirate named Bertram begins flirting with male characters in the party and offers a lifetime of love and happiness in exchange for his freedom.

This relationship was noted as another example of video games 'pushing the boundaries'. Game developers and publishers generally did not object to the inclusion of a homosexual story option. Criticism of the relationship came primarily from gamers who felt that gay characters should not be included in video games. Industry observer Matthew D. Barton commented on the irony of so-called 'geeky gamers', subject to stereotyping themselves, stereotyping gays in their opposition. Producer Tom Decker defended the move, saying in an interview with RPG Vault: 'I particularly felt strongly that since we had several heterosexual marriages available in Hommlet, we should include at least one homosexual encounter in the game and not to make it a stereotyped, over the top situation, but on par with the other relationships available in the game'.

Bertram was named #6 on GayGamer.net's Top 20 Gayest Video Game Characters. Legacy As the release version of the game had many bugs, Troika released three which addressed some of the problems. After the closure of the developer and consequent end of official support, the game community took up the patching efforts with and mods, providing many bugfixes, improvements, and new content. More recently, another improvement released in 2015, is called 'Temple Plus', similar in functionality to for and built using, in allowing for increased flexibility and avoidance of legacy coding limitations and issues.The game was re-released by, a, on October 13, 2010. Ian Williams of rated the game #6 on his list of 'The 10 Greatest Dungeons and Dragons Videogames' in 2015. References.

^ Madigan, Jamie. Archived from on 2007-02-05.

Retrieved 2007-02-19. Archived from on 2006-10-29.

Retrieved 2007-04-04. `Greyhawk: The Temple of Elemental Evil' will return players to D&D's roots with the genre-defining adventure that started it all while taking full advantage of the popular 3rd Edition rule set, party-based adventuring and tactical turn-based combat. ^ Kasavin, Greg.

Retrieved 2007-02-19. ^. Infogrames And Hasbro Announcement. Archived from on March 28, 2006.

Retrieved 2006-09-26. ^. From the original on 2010-08-31. Retrieved 2007-07-11.

^ Breeden, John II (October 26, 2003). 'Reviews: The Temple of Elemental Evil: A Classic Greyhawk Adventure'. – via (subscription required). 'Temple of Elemental Evil manual'.

2003. Shaw, Ryan (January 1, 2004). Archived from on April 20, 2015.

Retrieved September 6, 2012. – via (subscription required).; (1987). The Temple of Elemental Evil. Lake Geneva:. Retrieved 2012-11-28. Calvert, Justin (2003-01-09).

Retrieved 2012-11-28. Yans, Cindy (September 2003). 'Tomorrow's Dungeons; Greyhawk Revisited'. (154): 54–61. Decker, Thomas R.

Retrieved 2012-11-26. Adams, David (2003-09-04). Retrieved 2007-07-25. Retrieved 16 December 2013. ^ Blevins, Tal (2003-09-22). Retrieved 2007-02-19.

Green, Jeff (January 2004). 'Reviews; The Temple of Elemental Evil'. (234): 124. ^ Desslock. Archived from on October 18, 2006. ^ Fleet, Adam (December 2003). 'Opinion; Die, Bugs, Die!'

(157): 82–84. Staff (February 25, 2005).

Archived from on April 5, 2005. Horowitz, Clifford (July 2004). 'Silicon Sorcery'.

Dragon (321): 58–61. Lafferty, Michael (2003-09-16). Archived from on 2007-10-15. Retrieved 2007-02-19. Rausch, Allen (2004-08-19). Retrieved November 17, 2012.

Archived from on March 9, 2004. Staff (January 12, 2004). Archived from on February 13, 2004.

Staff (March 2004). 'Best of 2003; The 13th Annual Awards'. (160): 58–62. ^ Staff (December 2003). Archived from on October 28, 2004. ^ Matthew D. Armchair Arcade.

Retrieved 2007-02-14. ^ Krotoski, Aleks (2005-01-19). Guardian Unlimited. Retrieved 2007-02-14. Archived from (Interview) on 2007-02-03. Retrieved 2007-02-14.

Archived from on 2007-05-08. Retrieved 2007-02-14. Rose, Alan (2006-10-06). Retrieved 2012-12-04.

A group of dedicated Dungeons & Dragons role-playing fans have managed to accomplish something Atari and Troika failed to do three years ago – fix most of the bugs in The Temple of Elemental Evil. Rpg codex Who is Guido Henkel?. Retrieved 2018-08-29. on RPGamer.com (October 14, 2010).

Retrieved 29 August 2018.External links. at. at. self-described as 'an engine enhancement and bugfixes mod for ToEE'.

STANDARD AND NEW CONTENT VERSIONSOur naming mechanism for modpacks is simple: NC stands for new content. Modpacks that have NC appended to their version number feature the major Co8 new content expansions, and those that don't say NC don't feature the major new content expansions. That's all there is to it.Standard versions contain mainly bugfixes, rules compliance modifications, AI tweaks, and content restoration, in addition to a few actual mods like the Rannos and Gremag revenge scenario and the Moathouse Ambush. These are 'mini-mods' compared to the major expansions, and we include them in the standard modpack because we don't feel they significantly impact the balance of the game, and because our longterm feedback indicates that over time, they have become considered part and parcel with the basic game. Many players don't even know that they are mods.

The standard modpacks also contain all our custom portraits, voice sets, items, worldmap, et al.New content versions contain all of the above and the major new content expansions as described below.NC expansions 1 - 3 occur during the course of the regular game. Talk to Brother Smyth to access them.NEW CONTENT EXPANSION 1 Available at the start of the game. Ronald is an NPC cleric who can be found in the upper level of the Church of St. Cuthbert in Hommlet.NEW CONTENT EXPANSION 2 Available at the start of the game. Use it to avoid doing the Hommlet Fedex quests! Completing it will take you to roughly level 2.NEW CONTENT EXPANSION 3 Available after you have been told of Nulb.NC expansions 4 - 7 comprise the proper NC portion of the game, or 'part 2,' which is intended to cover levels 11 - 20.

Part 2 features the city of Verbobonc as the primary quest hub.NEW CONTENT EXPANSION 4 Available after you have dealt with Zuggtmoy. Verbobonc features numerous quests and plots and is not merely a staging ground for the other new content.NEW CONTENT EXPANSION 5 Available after you have completed at least one of the fugitive quests for Captain Achan in Verbobonc.NEW CONTENT EXPANSION 6 Available after you have completed the Season of the Witch quest.NEW CONTENT EXPANSION 7 Available after you have completed Wilfrick's first two quests - 'Frozen Assets' and 'The Slave Traders.' INSTALLATION INSTRUCTIONSSYSTEM REQUIREMENTSThe Circle of Eight front end utility, TFE-X, requires Java Runtime Environment (JRE) v1.7.0 (also known as Java 7) or higher to run. Most modern systems will have this installed. To check if it's installed on your system, go to Control Panel Add or Remove Programs and look for 'Java.'

Both the standard Oracle package and the open source OpenJDK are fully supported. If you are on Microsoft Windows, you can download Java at this URL:. If you are on Linux, your distro repository should contain a version of Java (e.g. OpenJDK) that you can use.COMPATIBILITY NOTESThe Circle of Eight modpack is compatible with all retail versions of ToEE, including the boxed, jewel case, Anthology, and Good Old Games download versions.TEMPLE OF ELEMENTAL EVIL PATCH LEVELSThere were three patches released for the original game. The Circle of Eight Modpack uses patch level 2 to function.

The third patch only fixed the looting bug and is not necessary, since that bug is fixed in the modpack as well. If you have a version of the game that is pre-patched to level 3, the Circle of Eight Modpack will simply overwrite it to the proper patch level.The various releases of the game are patched as follows:Boxed: generally not patched. You need to apply Atari patches 1 and 2 (see below).Jewel Case: possibly patched. You should apply Atari patches 1 and 2 anyway (see below).GOG: pre-patched. You don't need to apply any Atari patches.Anthology: pre-patched.

You don't need to apply any Atari patches.STEP-BY-STEP INSTRUCTIONSThese instructions are taken directly from the Circle of Eight Modpack Release Notes. Follow these four simple steps and you'll be on your way to happy gaming.STEP 1: INSTALL ATARI PATCH 1If your version of ToEE is not pre-patched, install Atari Patch 1.

It is available here:STEP 2: INSTALL ATARI PATCH 2If your version of ToEE is not pre-patched, install Atari Patch 2. It is available here:STEP 3: DO NOT INSTALL ATARI PATCH 3There is no need to install Atari Patch 3. The only additional feature Atari Patch 3 contains is a fix for the infamous DirectX 9.0c looting bug, but this particular issue is also fixed by the Circle of Eight modpack. If you have installed patch 3 already or if your game comes pre-patched with Atari Patch 3, don't worry. It doesn't matter.STEP 4: INSTALL THE CIRCLE OF EIGHT MODPACKThe Circle of Eight Modpack is available here:Double click the Circle of Eight Modpack Setup utility to begin installation.

When prompted to choose an installation location, make sure to select the location where your game is installed. The default location as defined by the Circle of Eight Modpack is C:/Temple of Elemental Evil. If you are using a modern operating system like Windows 7 or 8, it is best to avoid installing to the Program Files directory, as those operating systems may not allow unrestricted access there. The Circle of Eight Modpack and Installation Utility require unrestricted access. The default installation location for most versions of ToEE is generally in Program Files. We recommend you change this and install to the root directory of your C: drive.Follow all on-screen promps. After the modpack has been deployed, the Circle of Eight front end utility, TFE-X, will automatically launch.If this is a new installation, TFE-X will perform the necessary operations to convert your installation for use with the Circle of Eight Modpack.

Be patient; this can take some time. When TFE-X is finished, it will report the status to you in a popup window. IF YOU HAVEN'T SEEN THIS POPUP NOTIFICATION WINDOW, THE CONVERSION IS NOT COMPLETE.

DO NOT CTRL-ALT-DEL OUT OF THE TFE-X APPLICATION. WAIT FOR THE POPUP WINDOW. Next, select the Circle of Eight Modpack from the TFE-X menu and click 'activate.' This can also take some time. WAIT FOR THE POPUP WINDOW TO TELL YOU THAT THE MODULE ACTIVATION IS COMPLETE. DO NOT CTRL-ALT-DEL OUT OF THE TFE-X APPLICATION.

After the module has been activated, you may customize various options through TFE-X and launch the game.If this is an existing installation to which you are simply adding the Circle of Eight Modpack, simply select the Circle of Eight Modpack from the TFE-X menu and click 'activate.' This can also take some time.

WAIT FOR THE POPUP WINDOW TO TELL YOU THAT THE MODULE ACTIVATION IS COMPLETE. DO NOT CTRL-ALT-DEL OUT OF THE TFE-X APPLICATION. After the module has been activated, you may customize various options through TFE-X and launch the game.Version 4 of TFE-X will give you feedback on the progress of conversion and module activation. Pay attention to this feedback and do not interrupt any of TFE-X's operations.STEP 5: IF YOU ARE INSTALLING A PATCH OR AN ADD-ON MODULEIf you are installing an add-on module like a patch or some other specialized mod, double click its setup utility and follow all on-screen prompts. Be sure to select the correct game directory as detailed above in Step 4. Check for patch availability here:Launch TFE-X after installation, click Add-On Packs, select the add-on pack you want to install, and click install. WAIT OUT THE INSTALLATION.The module that you are adding the add-on pack to must be activated and selected in the TFE-X module menu prior to activating the add-on pack.You may only have one add-on pack activated at a time.

THE CO8 GUIDE TO SUCCESSFUL GAMING WITH TOEEHere are some helpful tips to ensure that your ToEE gaming experience is as smooth and problem-free as possible. Learn them, know them, live them, and hold them close to your heart.Run as administrator, if you're using Windows Vista, Windows 7, Windows 8, or Windows 10.Do not install ToEE to the Program Files folder, if you're using Windows Vista, Windows 7, Windows 8, or Windows 10. These operating systems oftentimes have issues with allowing access to files in the Program Files folder and its sub folders, and the Co8 modpack needs access to the game files in order to install and run properly. So instead, install to a custom location like C:/ToEE.Do not attempt to use saves across modules. (e.g., do not use v6.0.0 saves with v8.0.0.) They are NOT compatible.Set your video card to a 'no scaling' setting for video playback. This will make in-game videos play at their original resolution.

Some systems experience game crashes when they try to scale ToEE's videos to fit the monitor.Do not play at a resolution greater than 1680 x 1050. The highest resolution reliably supported by ToEE is 1680 x 1050.Do not use quicksaves with ToEE. They corrupt easily. Instead, use an array of at least 5 regular saves while playing ToEE, overwriting each in turn. This practice should ensure that you have a good save to go back to if one becomes corrupt.Do not save during combat. This also runs a greater risk of save corruption.Do not play in Ironman mode.

Save corruption is a fact of life with ToEE, and if your Ironman save becomes corrupt, you're finished. If you want an Ironman-style game, it's best to simply play Ironman-style in a regular game.Do not use autosave on map change with ToEE. Using this feature will break certain scripts in ToEE. It is set to 'off' by default in the Co8 modpack.Do not install the moebius2778 temple.dll independantly. This file has been heavily modded since moebius2778's day at Co8, and moebius' fixes are included in the current version.

If you overwrite the current version with the moebius version, you will be 'undoing' a great many fixes. Do not install it separately.Do not put an NPC in the left-most position in the party queue along the bottom of the screen.

This can cause a variety of problems, such as quests not updating properly or even appearing in your logbook at all.Do not use Scather or Fragarach in the Fire Node or the Fire Temple. You will likely experience the endless AoO loop, and you will be very sad. THE TOEE TROUBLESHOOTING CHECKLISTHaving problems launching the Co8 mod?

Having problems with bad saves? Having problems with the game itself? Here are some things to check.I'm running ToEE and TFE-X under Windows Vista, Windows 7, Windows 8, or Windows 10, and when I try to launch TFE-X, it says 'Another instance of TOEE Front-End X is already running!' You have to run TFE-X as administrator in Windows Vista, Windows 7, Windows 8, and Windows 10. Right click the TFE-X application icon and check 'Run as administrator.' The game installs fine and maybe even launches fine, once, but then it won't launch anymore!

Or, when I try to launch the game via TFE-X, it says that I have to run it from the root directory!Your anti-virus software is probably quarantining or deleting the toee executable (toee.exe). Unfortunately, some anti-virus software falsely identifies the ToEE executable as a trojan, but it's a false positive. If the executable is quarantined or deleted, the game won't launch, obviously. (And if the front end can't find toee.exe in your root directory due to it being quarantined or deleted, it assumes you're trying to launch the game from somewhere else.)Solutions:1. Add toee.exe to your AV software's exceptions list. If that doesn't work -2.

Disable your AV software. If that doesn't work -3. Uninstall your AV software. Yes, some AV software will still kill toee.exe even if it's not running. AVG Free is recommended for use with ToEE. You only have to add toee.exe as an exception once and that's it.My anti-virus software says that the executable (toee.exe) is secretly a virus!No it's not. Some anti-virus software falsely identifies the ToEE executable as a trojan, but it's a false positive.

Some anti-virus software may even auto-delete or auto-quarantine the executable. You may need to disable or even uninstall your antivirus software if this happens to you. Not all anti-virus software considers toee.exe to be a trojan, so there are alternatives.My game seems to be missing things from the modpack. I get no shopmap, or bugfixes that I know should be there aren't, etc. Or maybe the game doesn't even launch at all! What's going on?If you installed ToEE to the Program Files folder and you're running Windows Vista, Windows 7, Windows 8, or Windows 10, your operating system may not be allowing access to those files.

This will make the Co8 modpack malfunction or not function at all. Reinstall the game and the modpack to a custom location like C:/ToEE.My game seems weird. Vanilla elements appear to be mixed with modded elements. What's going on?When you installed the Co8 (or KotB) module via TFE-X, did you allow the installation to finish, per the installation instructions? Activating a module may take a long time. You must not interrupt the process or quit before you see a message stating that the activation is complete.

If you do, many strange things may happen. If you're unsure whether you allowed the activation to complete, activate the vanilla module and then re-activate the Co8 mod, being sure to allow the activation to finish.My saves have gone bad for no reason!Have you used the console to give yourself any items? Inputting a bad proto into the console can cause save corruption long after the fact. It is generally a good idea to avoid this if you're not absolutely sure what you're doing. If you've got a bad save for no apparent reason that you can recall and you're a console user, there's a very good chance that this is the culprit. There is no known cure. Either go back to a good save (if you have one) or start over.

And learn from your mistake.I have the maximum number of PCs set to 8 in TFE-X, but the game won't let me add more than 5 on the party pool page!The game actually is adding them. You just can't see them on the party pool page due to original user interface limitations. They will be there when you start the game.My party has just arrived on a new map, but now they have all disappeared! Only their blue circles remain!You're playing at a greater resolution than is reliably supported by ToEE.

The highest supported resolution is 1680 x 1050. KNOWN ISSUESLAG: the game stops responding, animations cease, and characters are frozen in place for periods of a few seconds to a few minutes.Where does it happen? The Air, Earth, and Fire Nodes, Temple Level 4, and the Fire Temple on Temple level 2.What should I do? The game will come back to life.

Temple of elemental evil map

To lessen it, don't issue long-range movement commands where it occurs.Status: Lag has been dramatically reduced in the Co8 Modpack. It's probably most significant still on Temple Level 4.HANGING COMBAT: the initiative bar is empty for your character in combat, and the game can't progress because he/she can't complete his/her turn.Where does it happen? The Fire Temple and the Fire Node, mostly.What should I do? If your affected character has a potion, try to use it. Otherwise, avoid using the answering swords (Scather and Fragarach) in areas where the bug occurs. It's nearly always related to these swords' abilities to award attacks of opportunity against enemies who have delivered fire damage.Status: Sadly, this is here to stay.SPELL PERMANENCY: the effects of a spell are permanent on your character(s) and/or the associated spell animations are always active around them.Where does it happen?

Anywhere.What should I do? Go see Jaroo in Hommlet, inquire about healing, and complain about spell permanency.Status: This is also not going anywhere.MISSING SECRET DOORS AND STAIRS: you cannot detect secret doors and stairs.Where does it happen? Anywhere, but moreso in the Moathouse than anywhere else.What should I do?

Go see Jaroo in Hommlet, inquire about healing, choose 'I have contracted a strange affliction while adventuring,' and complain about secret passageways. This will cause all secret doors to be revealed.Status: Addressed as of Co8 v8.1. CO8 LINE-ITEM NEW CONTENT: QUESTSHOMMLETA Cure For Amii Tarim the woodcutter has a sick daughter. He is Old Faith and therefore looks to Jaroo for a cure.Masterwork Items Brother Smyth doesn't want to sell you masterwork items, but you can change his mind by proving your worth. To do that you need to bring him the head of a giant.Burne's Puzzles Burne has posed a few puzzles for you to solve.Retribution Burne has asked you to investigate Rannos and Gremag's possible involvement in the assassin's attempt on your life.Gremag 1: Armario, Armario, Wherefore Art Thou, Armario?. Gremag has asked you to kill Armario, the cabinet maker. He says that this will allow you to join an assassins' group.Gremag 2: Kenter Nevets RIP.

Gremag has asked you to kill Kenter Nevets, the town elder. He says that this is the next stage of your initiation into an assassins' group.Gremag 3: Holy Smoke!. Gremag has asked you to kill Terjon, the priest of St.Cuthbert.

He says that this is the next stage of your initiation into an assassins' group.MOATHOUSEClear The Moathouse. You have been asked to clear out the Moathouse.NULBBribery For Justice Sammy has inadvertently appealed to the scrupulous side of your nature with a chance to thwart his scheme of revealing Otis' stash.TEMPLEFree Jenna. You have been asked to free Jenna from the temple prison.Free Elysia. You have been asked to free Elysia from the temple prison.Romag 2: Alrrem Must Pay!. Romag has asked you to kill Alrrem's underlings Tubal and Antonio to avenge the death of his servant Rentsch.WELKWOOD BOGContact: Captain Renton Brother Smyth has put you in touch with Captain Renton regarding a possible situation threatening the village. CO8 LINE-ITEM NEW CONTENT: BARD SPELLS5th LEVELCure Light Wounds, Mass.Dispel Magic, Greater This spell functions like Dispel Magic, except that the maximum caster level on your dispel check is +20 instead of +10.Eyebite Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects.

HD 10 or more: Sickened. HD 5-9: Panicked, sickened. HD 4 or less: Comatose, panicked, sickened. The effects are cumulative and concurrent.

Co8 note: The 'sickened' condition has been implemented as 'despaired', as per the Crushing Despair spell.Heroism, Greater This spell imbues a single creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks.Summon Monster V.6th LEVELAnalyze Dweomer You discern all spells and magical properties present in a number of creatures or objects.

Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level. An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. Analyze dweomer does not function when used on an artifact.

Focus: A tiny lens of ruby or sapphire set in a small golden loop. CO8 LINE-ITEM NEW CONTENT: CLERIC SPELLS2nd LEVELGentle Repose You preserve the remains of a dead creature so that they do not decay.

When cast on a living creature, that creature will not decay upon its death.4th LEVELPlanar Ally, Lesser 5th LEVELAtonement Atonement may be cast for one purpose: to restore class. A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.6th LEVELBanishment A banishment spell is a more powerful version of the Dismissal spell. It enables you to force extraplanar creatures out of your home plane. CO8 LINE-ITEM NEW CONTENT: CLERIC DOMAIN SPELLSDOMAIN 6thCone of Cold. Domain: WaterHeal.

Domain: Healing Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, feeble-minded, nauseated, sickened, stunned, and poisoned. It also cure 10 hit points of damage per level of the caster, to a maximum of 100 points at 10th level. Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.Hold Monster Domain: Law This spell functions like Hold Person, except that it affects any living creature that fails its Will save.DOMAIN 7thBlasphemy Domain: Evil Any non-evil creature within the area of a blasphemy spell suffers the following ill effects.

HD equal to caster level: dazed. HD up to caster level –1: weakened, dazed. HD up to caster level –5: paralyzed, weakened, dazed. HD up to caster level –10: killed, paralyzed, weakened, dazed. The effects are cumulative and concurrent.

No saving throw is allowed against these effects. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, non-evil extraplanar creatures within the area are instantly banished back to their home planes.

Temple Of Elemental Evil Art

Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.Destruction Domain: Death This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage.Dictum Domain: Law Any non-lawful creature within the area that hears the dictum suffers the following ill effects: HD equal to caster level - Deafened; HD up to caster level -1 - Slowed, deafened; HD up to caster level -5 - Paralyzed, slowed, deafened; HD up to caster level -10 - Killed, paralyzed, slowed, deafened. The effects are cumulative and concurrent. No saving throw is allowed against these effects.Disintegrate Domain: Destruction A thin, green ray springs from your pointing finger.

You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust.

A disintegrated creature's equipment is unaffected. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.Fire Storm Domain: Fire When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation or ground cover. Any creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).Holy Word Domain: Good Any non-good creature within the area that hears the holy word suffers the following ill effects. HD equal to caster level: deafened.

HD up to caster level - 1: blinded, deafened. HD up to caster level -5: paralyzed, blinded, deafened. HD up to caster level -10: killed, paralyzed, blinded, deafened. The effects are cumulative and concurrent. No saving throw is allowed against these effects. Furthermore, if you are on your home plane when you cast this spell, non-good extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours.

This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by Holy Word.Power Word Blind Domain: War You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not.

The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by Power Word Blind.

50 or less HP: duration permanent. 51 - 100 HP: duration 1d4+1 minutes. 101 - 200 HP: duration 1d4+1 rounds.Word of Chaos Domain: Chaos Any non-chaotic creature within the area of a word of chaos spell suffers the following ill effects: HD equal to caster level - deafened; HD up to caster level –1 - stunned, deafened; HD up to caster level –5 - confused, stunned, deafened; HD up to caster level –10 - killed, confused, stunned, deafened. The effects are cumulative and concurrent. No saving throw is allowed against these effects.DOMAIN 8thCure Critical Wounds, Mass Domain: Healing This spell functions like Cure Light Wounds, Mass, except that it cures 4d8 points of damage + 1 point per caster level (maximum +40).Horrid Wilting Domain: Water This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).Power Word Stun Domain: War You utter a single word of power that causes one creature of your choice to become stunned, whether the creature can hear the word or not.

The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by Power Word Stun.

50 or less HP: duration 4d4 rounds. 51 - 100 HP: duration 2d4 rounds. 101 - 150 HP: duration 1d4 rounds.Summon Nature's Ally VIII Domain: Animal This spell functions like Summon Nature's Ally I, except that you can summon nature's ally creatures of a higher level and greater number of Hit Dice. These creatures are selected from the radial menu found in the game.

The creatures you can choose from are: Galeb Duhr, Salamander, Noble.Sunburst Domain: Sun Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage.DOMAIN 9thHeal, Mass Domain: Healing This spell functions like Heal, except as noted. The maximum number of hit points restored to each creature is 250.Miracle Domain: Luck Miracle raises one friend per caster level from the dead, fully healed.Power Word Kill Domain: War You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by Power Word Kill.Summon Monster IX Domains: Chaos, Evil, Good, Law This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster IX includes the following: Bebilith, Elemental, elder (any), Fiendish Colossal Monstrous Spider, Hezrou, Leonal, Night Hag.Wail of the Banshee Domain: Death You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.

pre-existing spell, made available to higher class levels. CO8 LINE-ITEM NEW CONTENT: DRUID SPELLS2nd LEVELWarp Wood You cause wood to bend and warp, permanently destroying its straightness, form, and strength. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls. A warped door or chest will be able to be opened.5th LEVELAtonement Atonement may be cast for one purpose: to restore class. CO8 LINE-ITEM NEW CONTENT: PALADIN SPELLS3rd LEVELCure Moderate Wounds.Discern Lies.Dispel Magic.Magic Circle Against Chaos.Magic Circle Against Evil.Magic Weapon, Greater.Prayer.Remove Blindness/Deafness.Remove Curse.4th LEVELBreak Enchantment.Cure Serious Wounds.Death Ward.Dispel Chaos.Dispel Evil.Holy Sword This spell allows you to channel holy power into your sword, or any other melee weapon you choose.

The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.Neutralize Poison.Restoration.

pre-existing spell, made available to higher class levels. CO8 LINE-ITEM NEW CONTENT: SORCERER / WIZARD SPELLS1st LEVELRay of Clumsiness A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes 1d6 points of Dexterity damage, +1 point per two caster levels (maximum +5). Unlike normal ability damage, this damage goes away at the end of the spell's duration.2nd LEVELScorching Ray You blast your enemies with fiery rays.

You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.3rd LEVELGentle Repose You preserve the remains of a dead creature so that they do not decay. When cast on a living creature, that creature will not decay upon its death.5th LEVELExtraplanar Chest This spell creates a miniature magic chest that you can use to summon a large magic chest in which to store items. Items stored in the Extraplanar Chest, and the chest itself, do not count against the load you are carrying and will not overburden you. After you have stored items in the large chest, you must use the miniature chest again to send the large chest back to the Ethereal Plane from whence it came, or it will remain wherever you leave it.

Note that any charged magical items (such as wands, staves, and rods) cannot be recovered from the chest once it has been sent back to the Ethereal Plane and should thus not be stored in it. Additionally, any magic weapons and armor with crafted attributes will lose those attributes if they are stored in the chest and the chest is sent back to the Ethereal Plane, so do not store crafted weapons and armor in the chest. All other items are unaffected. The first casting of this spell costs 5050 gold pieces.6th LEVELAnalyze Dweomer You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action.

In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. Analyze dweomer does not function when used on an artifact. Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.Bear's Endurance, Mass Mass Bear's Endurance works like Bear's Endurance, except that it affects multiple creatures.Bull's Strength, Mass This spell functions like Bull's Strength, except that it affects multiple creatures.Cat's Grace, Mass This spell functions like Cat's Grace, except that it affects multiple creatures.Chain Lightning. This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike Lightning Bolt, Chain Lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 10d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 10). The secondary bolts each strike one target and deal half as much damage as the primary one did. Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).Circle of Death A circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4).

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Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.Disintegrate A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust.

A disintegrated creature's equipment is unaffected. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage.

If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.Dispel Magic, Greater This spell functions like Dispel Magic, except that the maximum caster level on your dispel check is +20 instead of +10.Eagle's Splendor, Mass This spell functions like Eagle's Splendor, except that it affects multiple creatures.Eyebite Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects. HD 10 or more: Sickened.

HD 5-9: Panicked, sickened. HD 4 or less: Comatose, panicked, sickened. The effects are cumulative and concurrent. Co8 note: The 'sickened' condition has been implemented as 'despaired', as per the Crushing Despair spell.Fox's Cunning, Mass This spell functions like Fox's Cunning, except that it affects multiple creatures.Heroism, Greater This spell imbues a single creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks.Owl's Wisdom, Mass This spell functions like Owl's Wisdom, except that it affects multiple creatures.Summon Monster VI This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster VI includes the following: Bralani, Celestial Polar Bear, Chain Devil, Elemental, large (any), Fiendish Giant Constrictor Snake, Fiendish Huge Monstrous Spider, Janni.Tenser's Transformation You become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat.

Your mind-set changes so that you relish combat and you can't cast spells, even from magic items. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.Undeath to Death This spell functions like Circle of Death, except that it destroys undead creatures. Cost: 500 GP.7th LEVELBanishment A banishment spell is a more powerful version of the Dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.Control Undead This spell enables you to command undead creatures for a short period of time.

You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them.Delayed Blast Fireball This spell functions like Fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). Delayed Blast Fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds.

The delay can only be set from outside the game via the front end utility (TFE-X). To set the number of rounds to delay, select 'Set the Delayed Blast Fireball delay. (F10)' from the TFE-X Options menu and enter a number from 0 to 5. You can change this value as often as you like to suit your needs. The default is 1.Finger of Death You can slay any one living creature within range.

The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25). The subject might die from damage even if it succeeds on its saving throw.Hold Person, Mass This spell functions like Hold Person, except that it affects multiple creatures.Insanity The affected creature suffers from a continuous Confusion effect, as the spell.

Remove Curse does not remove Insanity. Heal or Miracle can restore the creature.Mordenkainen's Sword This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell.

The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus.

As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of ª2.

Co8 Note: The sword has been given finite HP and may be attacked by opponents, since the AI can't tell it's invulnerable.Power Word Blind You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by Power Word Blind. 50 or less HP: duration permanent. 51 - 100 HP: duration 1d4+1 minutes. 101 - 200 HP: duration 1d4+1 rounds.Prismatic Spray This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand.

Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

Red beam: 20 points fire damage (Reflex half). Orange beam: 40 points acid damage (Reflex half). Yellow beam: 80 points electricity damage (Reflex half).

Green beam: Poison (Kills; Fortitude partial, takes 1d10 points of Con damage instead). Blue beam: Turned to stone (Fortitude negates; Co8: falls for 4 rounds). Indigo beam: Insane, as insanity spell (Will negates). Violet beam: Sent to another plane (Will negates; Co8 - not fully implemented).

A 1d8 roll selects one of the above effects. Upon rolling an 8, two effects are inflicted.Summon Monster VII This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game.

The list of monsters that you are allowed to choose for Summon Monster VII includes the following: Avoral, Djinni, Elemental, huge (any), Invisible Stalker.8th LEVELCharm Monster, Mass This spell functions like Charm Monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD.Horrid Wilting This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).Polar Ray A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).Power Word Stun You utter a single word of power that causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by Power Word Stun. 50 or less HP: duration 4d4 rounds.

51 - 100 HP: duration 2d4 rounds. 101 - 150 HP: duration 1d4 rounds.Summon Monster VIII This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster VIII includes the following: Celestial Dire Bear, Elemental, greater (any), Fiendish Gargantuan Monstrous Spider, Vrock.Sunburst Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage.9th LEVELDominate Monster.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.

You need not see the subject to control it. Protection From Evil or a similar spell can prevent you from using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.Hold Monster, Mass This spell functions like Hold Person, except that it affects multiple creatures and holds any living creature that fails its Will save.Meteor Swarm Meteor swarm is a very powerful and spectacular spell that is similar to Fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select.Power Word Kill You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by Power Word Kill.Summon Monster IX This spell functions like Summon Monster I, except that the monsters are much more powerful. As with Summon Monster I, you select a monster from the radial menu in the game. The list of monsters that you are allowed to choose for Summon Monster IX includes the following: Bebilith, Elemental, elder (any), Fiendish Colossal Monstrous Spider, Hezrou, Leonal, Night Hag.Wail of the Banshee You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.Weird This spell functions like Phantasmal Killer, except it can affect more than one creature.

Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage. pre-existing spell, made available to higher class levels.

Temple Of Elemental Evil Ddo

previously Suggestion, changed by Co8.