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Some RPGs grant significant party XP whenever rogues open locks or disarm traps (Baldur's Gate 2 comes to mind). Is this the case with either locks or traps for ToEE?

I am hoping that, as long as there is no risk of losing XP, a rogue-less party should be viable, since there are spells to open locks, find traps, and detect secret doors. Since only rogues can properly disable traps, is it safe to have a character set them off instead? Are there any traps that are too deadly for this to work, even with protection spells? Finally, if a character sets off a trap, is there any chance to lose the loot within (I seem to recall a game with that issue)?

Thanks in advance!
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I'm not an expert but I do believe Traps give you XP points. However, it's not the end of the world - you can grind XP by going to locations and sleeping for the Random Encounter (the woodgrove is great for this). Also, just travel back and forth.

Magically you can get Knock, but also Warp Wood, Endure Elements, Dispel Magic. Perhaps others.

The original design of the game was to make a Rogueless play entirely viable. I can't speak for the mods but I believe they have that philosophy in mind.

Rangers and Rogues have Search [used for finding secret doors] as a class skill, it's a good idea to map a key to it. Otherwise Wizards make a good target for Search as it's INT based. Elves get a free roll which is fantastic on a first playthrough. As such I think it makes sense to have an Elven Rogue or Ranger in the party.

Honestly, an Elven Rogue is a wonderful character. They get Shortbow & Longbow as a free proficiency, the automatic Secret Door check, the high Dex means a great hit ratio, and the Rogue's criticals really stack up. Plus they can scout ahead a bit and give some feedback for buffing.

I'm normally 100% sceptic on rogues in my RPGs but this is one of the few games I've been impressed with them. Really reliable, strong, character.
Post edited August 28, 2017 by Darth__KEK
Good feedback, thank you.
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Darth__KEK: I'm not an expert but I do believe Traps give you XP points. However, it's not the end of the world - you can grind XP by going to locations and sleeping for the Random Encounter (the woodgrove is great for this). Also, just travel back and forth.

Magically you can get Knock, but also Warp Wood, Endure Elements, Dispel Magic. Perhaps others.

The original design of the game was to make a Rogueless play entirely viable. I can't speak for the mods but I believe they have that philosophy in mind.

Rangers and Rogues have Search [used for finding secret doors] as a class skill, it's a good idea to map a key to it. Otherwise Wizards make a good target for Search as it's INT based. Elves get a free roll which is fantastic on a first playthrough. As such I think it makes sense to have an Elven Rogue or Ranger in the party.

Honestly, an Elven Rogue is a wonderful character. They get Shortbow & Longbow as a free proficiency, the automatic Secret Door check, the high Dex means a great hit ratio, and the Rogue's criticals really stack up. Plus they can scout ahead a bit and give some feedback for buffing.

I'm normally 100% sceptic on rogues in my RPGs but this is one of the few games I've been impressed with them. Really reliable, strong, character.
Bearing in mind for a Bow Rogue character you *urgently* need Precise Shot, it removes your -4 penalty to hit characters already in melee. To get that you first need Point Blank Shot, which is okay as it's a +1 hit/damage which is fine. Close range (30 feet) but that's your sneak attack range anyway.

After that, later on, your next feats will probably be Rapid Shot and Many Shot.

But there's no problem with that. There aren't any other Rogue feats that are so good they compete with these.
Whenever you need a rogue, just hire Furnok back at the Welcome Wench, then fire him once the job is done. There are tons of other NPC rogues throughout the game as well. Wonnilon is another hirable NPC rogue iirc.

Btw, the spell detect secret doors doesn't actually work in ToEE. There is no point in casting it.
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Dreamteam67: Btw, the spell detect secret doors doesn't actually work in ToEE. There is no point in casting it.
Fixed in Co8 with Temple+

If you're going to list all the bugs in Vanilla ToEE then you're going to have to make a verrrrry long post.
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Dreamteam67: Btw, the spell detect secret doors doesn't actually work in ToEE. There is no point in casting it.
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Darth__KEK: Fixed in Co8 with Temple+
Temple+ fixes the secret door bug where you become permanently unable to detect secret doors via searches, not the Detect Secret Doors spell. IIRC all the Detect X spells have issues, but they're not that useful anyway.