FIGHTER BUILD, ToEE patch2: WHIRLWINDER & DESTROYER


Fighter Build ToEE




The Fighter Build is a ToEE Build for Troika's cRPG of 2003, Temple of Elemental Evil. In ToEE, combat roles of the Fighter Build include melee / ranged physical-based damage dealer and conventional tank. However, supertankers and ranged physical-based damage dealers (crackshot archer-lords) are covered in Archer Build.

In ToEE, Fighters wielding reach weapons in conjunction with Combat Reflexes, the Cleave line and/or Whirlwind can actually be effective at crowd control.


For the following builds, any alignment is fine. There are currently two builds covered in this write-up: Glaive-wielding Whirlwinder and Greataxe-wielding Destroyer. While both can handle any kind of combat encounter scenario in ToEE, the former is better versus mobs and the latter is better versus singular toughies.

The Whirlwinder Fighter Build


Male Human Fighter (Glaive-wielding Whirlwinder): Turrosh Mak.

  • Strength: max 18, pump every 4 lvls for +2
  • Dexterity: at least 13 for Dodge line, 15 for +3 AoOs in 10' radius
  • Constitution: max 18 for up to 14 HPs per lvl
  • Intelligence: 13 for Combat Expertise which is prereq for Whirlwind Attack
  • Wisdom: get a reasonable score for Will saves
  • Charisma: dump


Mode of Operation: Whirlwinder Fighter Build


Have the Wizard cast Invisibility on Turrosh Mak. Move Turrosh Mak into a chamber packed full of enemies, and position him for maximum carnage. Begin combat. Let the enemies mob Turrosh Mak and then activate Whirlwind. Sit back and enjoy the show because it might go on for a while, depending on mob size.


The prime gimmick is Whirlwind Attack erroneously stacking with Great Cleave.


And also the erroneous donut reach of non-chained reach weapons, combined with Combat Reflexes:


  • Rather feat-heavy, isn't he? Only on 5th and 7th we don't get to choose a feat.
  • Attack Bonus10 warrior + 5 Strength + 1 WF = 16.
  • Damage: 1d10 weapon roll + 7 Strength + 20 cranked PA = 37. Crit 19-20x3. This does not take into account crafts such as +3, Holy/Axio and Gloves of Giant Strength +6.
  • This build and its variants are optimal on mobs and semi-optimal on single tough foes. Basically, wrecks house.
  • Weapon: WF: Glaive means you will start with a mundane Glaive equipped. You can find a masterwork Glaive on Temple lvl 1. Glaives are 1d10 martial reach weapons (10 ft.) which can nevertheless be used against adjacent foes (erroneous "donut reach" for all reach weapons that only spiked chains should have).
  • Craft: Give him a Glaive with +3 Holy/Axiomatic properties, and watch everything just die.


For me, the XP cost was only 1,750, not 3,920.

To craft that you will need a Cleric build [link not yet added]. You will not need a second tank or melee damage-dealer in your party if you roll with this build.

  • Other crafts: Gloves of Giant Strength +6, Amulet of Health +6, Ring of Freedom of Movement, Cloak of Resistance +3, Ring of Protection +3 and Amulet of Natural Armor +2.
  • Armor: Just equip him with the heaviest available at all times and he will hold up against the aggro. From memory, Hedrack's Full Plate + 3 is the best armorset. The matching Helm gives undocumented bonus to Will saves, too.



  • If you're going to Keen your weapon through spell/craft, don't take Improved Critical at 10th. They don't stack like in NWN. Go for Toughness, Blind Fight or Weapon Specialization instead.
  • Why delay Whirlwind Attack until 9th when I could have gotten it as early as 6th? Combat Reflexes is just so important in the early to mid-game, and WW comes into its own late-game against hordes of tough bugbears and temple guards.
  • Skills? Not important. Go for cross-class Tumble/UMD. By 10th you will have a score of 6.
  • Note that Great Cleave erroneously stacks with Whirlwind Attack. You will clear out rooms full of enemies.

The Destroyer Fighter Build


Half-orc Barbarian variant.


  • Strength: max 20, pump every 4 lvls for +2
  • Dexterity: 15 for 3x AoOs in 10' radius
  • Constitution: max 18 for up to 14 HPs per lvl
  • Intelligence: dump
  • Wisdom: get a reasonable score for Will saves
  • Charisma: dump

  • Fighter 1Weapon Focus: Greataxe, Power Attack
  • Fighter 2Cleave
  • Fighter 3Combat Reflexes
  • Fighter 4Weapon Specialization: Greataxe / +1 Str
  • Fighter 4 / Barbarian 1: Barbarian Rage (Barb), Barbarian Fast Movement (Barb)
  • Fighter 4 / Barbarian 2Great Cleave, Uncanny Dodge (Barb)
  • Fighter 4 / Barbarian 3: --
  • Fighter 4 / Barbarian 4: +1 Str
  • Fighter 4 / Barbarian 5Improved Critical: Greataxe, Improved Uncanny Dodge (Barb)
  • Fighter 4 / Barbarian 6: --

  • Mode of operation: hulk smash.
  • Max Strength score of 32 when raging (+11 dmg).
  • 4x Fighter levels are taken in order to gain more feats + Weapon Specialization.
  • Arms and Armor: As per the human build except Greataxe for 1d12 dmg roll and x3 crit.
  • Skills: lol who cares



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