Games PC EYE OF THE BEHOLDER II User Manual

. .
.but make sure you've
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CLUE BOOK
EYE OF THE BEHOLDER 11
before
you
start your assault on Temple Darkmoonl
This valuable player's
A strategy section with
hints on fighting monsters, befriending iiPCs and solving insidious puzzles
.
+ Detailed maps of all
levels with specific clues
interactions and puzzles that stand between you
and the completion of your quest
.
A complete treasure guide listing the special items in the game
won't miss a thing!
-you
Acivai~ced
'05
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_~K 1991 Strategic Simulations, Inc
. 01991 TSR, Inc
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-"
.
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i
KHELBEN'S LETTER TO THE PARTY OLTEC'S REPORT
WENTLY KELSO'S JOURNAL INTRODUCTION
CREATING A NEW PARTY
HOW TO PLAY EYE OF THE BEHOLDER 11
YOUR CHARACTERS AND YOUR PARTY
SPELLS
ADVENTURING STRATEGY
BESTIARY TABLES
Armor
INDEX OF SPELLS
TABLE OF CONTENTS
~
~
~
~
Eye of the Beholder 11 World
What Comes With this Game? Copy Protection
~ Getting Started Quickly Clicking with Your Mouse Using the Keyboard
~ A Crash Course in Combat A Crash Course in Spellcasting
~ Generating Characters Modifying and Keeping Characters Deleting Characters
~ When the Party is Complete Characters that Join the Party
Adventuring Equipment
~
~ Character Information Camp
~
Character Basics
~ Creating Strong Characters Creating a Strong Party
~
Mage Spells Cleric Spells
~
~
Strategies for Using Spells
Attacking Opponents Hints
~ ~
~
Experience Levels Ability Scores Weapons
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~ ~
1
2 4
7 7 7 7 7 8
8 10 11
12 12 14 14 14 14
15 15 19
20 21
23 23 29 30
32 32 38 43
45 45 46
48 52
52 54
56 56
58
-n KHELBEN'S LETTER TO THE PARTY
N--
-X
OLTEC'S REPORT
t -
Khelben Blackstaff, mystic advisor to the Lords of Waterdeep, sends you
the following letter
Deae f-l eeoes 3 am glad to see that yon are all fully
o f yore ordeal were more
Gongeatnlations on being named the guests harvest festival in the city the
revel
Also, one
historic artifacts that you
the scrolls, keys, and stone items should give
of
new understanding
lAnfortnnately, another situation has arisen that
the city.For some disappearing
Now, we have written confirmation o
remains in shallow graves
artifact may be involved Thank
and west of the city where these events have
7ncl nded
aroused our your journey.Good luck
yon for
:
o f Waterdeep,
the rigors
. Clue healers
.
at the
reports
of
.
of
the
city
. The study
an important
ns
threaten
could
.
ofhuman
in the sewers beneath Waterdeep
than happy to help You
Waterdeep.From the
of
ey,
3 surmise that a
scholars very much
good
appreciated
recovered
o
f
one
city's history
time there have been
villages to the north and west of the city
from
. Evil
forces and a
recovered from
return
to gone fighting trim
of
honor
time was had by all
your donation
beneath
one
.
rumorsofpeople
discovery
f
the
powerful ancient
.
volunteering to investigate the area to the north
occnreed
.
with this letter are copies o f the documents that
suspicions . Provisions have been
provided for
.
your trusted friend,
KkeI
bevy
With the previous letter, Khelben encloses the following report from Oltec, Captain of the City Guard of Waterdeep
.
Master Blacl<sfa We may again have trouble near the city After
the annual harvest festival, the City Guard made its routine sweeps searching
for lost and drunken revelers
.
On the second path o
o f Waterdeep
.
,
the old north
road, we came
upon the remains of an overturned carriage,
The driver had been killed by an amount o f
blood
inside the carriage nearby and the dead driver robbery, for the missing from the
Oar tracker the side of the were
carrying a heavy load, The attacker mast have been
away after the battle
attackers did not take the coins
carriage
followed a faint trail o f blood
road, There,
.
arrow
through his heart
.
However,
the carriage horses were grazing
still had his purse full o f coins
or the
seemed to
be the passenger
from the carriage
.
There
was a small
. This was not a simple
horses, The only thing
.
o- into the soft sand at
she pointed oat a deeply set boot print, as i f someone
carrying the
passenger
We searched the area, bat lost the trail in the harder ground to the north, The only f
rait o f oar
attacker's trail
search
was a small wooden box that had fallen beneath a bash along the
. The box contained a boaad joaraal, the writings
of
that
eccentric
scholar Weatly Kelso,
it
am aware that scholar Kelso's journals veri-y the existence of that aefarioas threat in the sewers beneath Waterdeep However, been the bane o f my men on
Kelso's infernal investigations
more
Because of Kelso's history, J personally examined the journal, 0 am glad
its writings foretell omiaoas events, The joaraal contains notes of evil
were
valuable in the past
of obscure occurrences
than one occasion
.
in the city have also
. They
helped
.
it
did, for
occurrences
1
2
-n
WENTLY KELSO'S JOURNAL
E-
and a powerful artifact
shallow graves
disappearances to the north that my men have
My
sources have confirmed that scholar Kelso was seen riding in a carriage late
on the last night o f the harvest festival mentioned that Kelso spoke of investigating a new mystery
should treat both this journal and the threat
this matter does not yet directly threaten Waterdeep, it is outside the jurisdiction
As
o f the
City
Guard
relevant entries
nothing mentioned therein becomes a threat to the
. 3t speaks of an evil vision and of human remains found in
. CowId these graves
be connected
reported?
with the mysterious
. People who he met during the festival
. 3 believe that we
if
infers as genuine
. Rather than forward the entire journal, 3 had a scribe
for you
.
3 trust you will take the necessary actions to enswe that
city
.
or its citizens
.
copy the
ours,
CSI tec
Captain
Waterdeep City Guard
Khelben also forwards a transcribed selection of journal entries written Kelso, the eccentric scholar and self-described "Famous Archaeologist
Journal Entry 356
As I carefully pulled myself out of the sewers
of Waterdeep, my hand slipped on a particu­larly slick stone . Only as I fell did I realize that the stone was slick with blood from my wounded hand embankment large boulder and my vision faded
How many hours I lay there bleeding I do not know
. Suddenly a warm sensation flowed throughout my body Before me stood a large robed figure, back lit by an unearthly glow see only the outline of fine features and a dark complexion beneath the hooded robe
"You are healed without aid you would have surely died
I put my hand to my head throbbed, but neither my head nor my hand were bleeding
"Saving me was a very civilized thing for you to do
He seemed to grow larger and his eyes glowed red from under his hood
"I ask nothing from you but your undivided attention!"
He opened his hand and placed his gloved palm on my throbbing head whelmed by an intense vision
. I fell headlong into an
. My skull bounced against a
.
. I slowly opened my eyes
. In the brightness, I could
.
. I have saved you, for
. My head
. It took me a moment to speak
. What do you want from me?"
.
. I was over-
.
In the woods, there was a quiet village on a dark overcast day moved through the village, selling goods, talk­ing, and just walking along the narrow dirt streets
. A woman in a blue gown adorned with silver stars stood at one edge of the town square, talking to some of the peasants
In the woods outside the village, dark figures moved into position wood, a robed figure moved slowly toward the village square
.
the low structure that enclosed the drinking well
. In its gloved hand, the figure held a
gleaming scepter
"Citizens of Torzac," he declared, "Hear me now!"
."
The peasants turned toward the speaker and mumbled to themselves
A few backed away
"From this time forward I am your new
.
ruler! I will allow no resistance!"
Some citizens openly laughed at him
. Many just turned to walk away
One of the locals stepped forward
"And who might you be! Show yourself so we might know our future ruler!"
With his empty hand, the figure pulled back his hood only by the blue-black complexion of a drow The dark elf warrior scowled down with disdain at the crowd of peasants
. Peasants in ragged clothes
. From the edge of the
. At the square, it mounted
.
.
. The slender elven face was marred
by Wently
."
.
. A few moved closer
. Others swore
.
.
.
.
.
3
4
I
The village went completely silent
peasants froze where they stood up stones, but dared not to throw them
The woman in the star-decked gown strode
forward, weaving her hands in a complex pattern
. "Dark warrior, you will never rule a
living soul in my home village!" She thrust
her hands forward and missiles of magical
energy darted at the arrogant drow
The drow flashed an evil toothy smile and
laughed from atop his perch
wave of the gleaming scepter, the magical
missiles dissipated into nothingness
Some villagers, emboldened by the attack, hurled their stones at the drow
wide
. But a single stone cut him on the
cheek
. The drow slowly passed a gloved finger across the cut hand and saw a single drop of his own blood
. His mad eyes blazed with hatred
"I said, no resistance!"
. He looked down at his
. Many
. Some picked
.
.
. With a scornful
.
. Most flew
.
This is where the vision ended with my head resting upon the boulder head throbs even more than before, but I am still alive
Journal Entry 378
The discovery of the history and location of the scepter in my vision is my latest investi­gation
. It seems to be an artifact of the drow, and should be of great scholarly value
. My first task is to track down the
village of Torzac
Journal Entry 381
After reviewing my vision, I believe the village I saw could be somewhere near Waterdeep
is of a type that was common years ago in poor villages to the north of the city color of the clay in the bricks of the well is common in streams to the north and east
The city records may shed some light on the
location of the village
Journal Entry 399
Dozens of dark warriors charged from the woods all around the village began to gesture frantically, but was hit by an arrow before she could cast another spell Some villagers tried to flee, others to fight made no difference destroyed one survived
The victorious drow gathered around the remains of the village square . The leader
replaced his hood and raised his scepter in triumph bloody swords in salute
. All inside were cut down
. The dark warriors raised their
. The village was
.
. The woman
. Not
.
I began my search in the records office of the Waterdeep Treasury . Nowhere in the records of the new reign of the Lords of
.
Waterdeep have I found a mention of a
. It
village of Torzac
Journal Entry 408
I was about to give up my search and call the whole thing a hallucination when I came upon an ancient taxation record part it reads
Lord Torzac According to our records, three of your
citizens owe us a percentage of their fall harvest
. Could you please look into this
. I awoke
. My
.
.
. The thatching on the hut roofs
. The
.
.
.
. In
:
:
matter! I will meet with you to discuss further trading agreements before the first new moon
Then I found this letter to the taxation office
. . . explicitly, but there was nothing to be found Torzac community moved and destroyed the village before they left
The letter includes instructions on how to reach the village site, This is a major break­through, and I feel that it is just a matter of time before I find the village and the scepter!
. ...
We followed the directions to the village
. There was no village nor a Lord
. Our only guess is that the whole
. . . .
Journal Entry 420
After bidding goodbye to my sweet Miltinda, I begin my expedition supplies and high hopes
. I have full
.
Journal Entry 427
1 have found what seems to be the remains of the village
remain, but the layout of the remains of the stone buildings corresponds exactly to the vil-
lage in my vision the site of the former village square size of these trees, the destruction of the village must have taken place a very long time ago
. The wooden buildings do not
. Large trees now grow on
. Given the
Journal Entry 429
I hired a local guide to support me in my investigations
Insal minimal intelligence seems overrun with wolves much of our time on the move to avoid
attracting the interest of the wolves
. The guide is a halfling named
. Like my last guide, Insal is of very
. The forest in this area
. We spend
.
Journal Entry 431
We have come across several shallow grave sites, but their occupants were recently buried humans and therefore couldn't have
:
been the people of Torzac no human settlements in the area
good, people are always getting in the way and making true archaeology much more
difficult
. I have begun searching the area for signs of underground drow construction as that is the place most likely to still hold the scepter after all this time
Journal Entry 451
Two female warriors came through our
camp this night them about underground sites in the local
area, or any sightings of the scepter were either uncooperative or uninformed
In the end, Insal leered at both women, so they left in a huff
. I attempted to question
.
Journal Entry 456
I have searched the area for above-ground
signs of drow sites and found nothing After I return to Waterdeep for additional supplies, I will have to search this area for structures that may hide drow underground constructions
.
I have discharged Insal so that I can travel
more quickly but I paid him off with a few shiny baubles, rusted weapons, and dented copper coins With luck, I should return to Waterdeep in time to spend the harvest festival with my sweet Miltinda
.
. He seemed unhappy to go,
. There seem to be
. This is
.
. They
.
.
.
.
5
6
~
-N
INTRODUCTION
Eye of the Beholder II World
EYE OF THE BEHOLDER II DARJMOON
computer role-playing adventure based on the popular AD&D" 2nd Edition
game rules and on an original story
created for this game place in and around the dreaded
Temple Darkmoon located in TSR's
FORGOTTEN REALMS' game world
Everything in from your point of view pass by as you move through the forest around the temple take them with you keys, by pressing buttons or by pulling release levers er to you and close in for battle with the weapons your characters have in their hands clerics' or paladins' holy symbols and
your mages' spell books
front of the party may attack with weapons such as swords and maces, while characters in the rear ranks may attack with spells or ranged weapons such as bows and slings
is an all 3-D, Legend Series
: THE LEGEND OF
. The action takes
.
EYE OF THE BEHOLDER II
. Watch the trees
. Pick up items and
. Open doors with
. See monsters draw near-
. Cast spells with your
. Those in the
.
is
. Attack
What Comes With this Game?
You should have the following items in
your game box
®
Rule Book®Disks®Data Card
This Rule Book explains how to play the game and gives you reference information about things like characters, monsters, and spells
7
:
.
The Disks contain the game
The Data Card contains information on
how to load the game and play it on your specific computer how to get right into the game with the pre-built party
.
.
. It also explains
Copy Protection
There is no physical copy protection on your
EYEofTHE BEHOLDER
please make copies and put the origi­nals away for safekeeping
To assure that you have a legitimate copy of the game there will be a verifica­tion question somewhere during the game
. A picture will appear with the ver­ification question matching illustration in the upper right hand corner of the Rule Book, and then give the correct answer
. You must find the
disks, so
11
.
.
Getting Started Quickly
A saved game containing a pre-built party comes with your game right into the game, load this saved game following the instructions on your Data Card
You may also transfer your
BEHOLDER I
Data Card for detailed instructions
.
party to this game
. To get
EYE
of
. See the
THE
.
Clicking with Your Mouse
Throughout this book, the term "click"
means move the cursor to the desired area and then press either the left or right mouse button
"Right-click" means move the cursor to the desired area and press the right mouse button
"Left-click" means move the cursor to the desired area and press the left
mouse button
.
.
.
Using the Keyboard
The majority of the rules in this book
assume that you have a mouse However, anything that you can do with
the mouse, you can also do with the
keyboard may not be available on all systems
Refer to your Data Card for details
To generate a character, use the cursor keys to move the highlight box over the
desired option and press the Enter key when ready
In the game, one item in a character's hand or inventory is surrounded by an
item highlight box Z keys like a cursor key pad to move the highlight box from item to item
As a short cut to access the character's "in-hand" items, press the function key that corresponds to the character's posi-
tion on the adventure screen items are items that rest in the charac-
. (The keyboard commands
.
. Use the W, A, S, and
W Move item highlight box up A Move item highlight box left S Move item highlight box right Z Move item highlight box down
.
.
.)
.
to your character's portrait) and press the (U) key
. ("In-hand"
ter's hands the character portrait . You can also see
the items from the equipment screen in the grey box beside the hands
To swap the position of two characters,
hold down the Shift key and press the
function key that corresponds to the first character's position then hold down the Shift key and press the function key that corresponds to the second charac-
ter's position
The Get, Drop, Throw, and Manipulate command keys (G, D, T, & M) mimic the functions of the left-click of the mouse To use these commands, place the high­light box over the item, or the location you want the item to be, and press the command key for the action you want
On the adventure screen, the Use com­mand key (U) mimics the function of the
right-click of the mouse attacking with weapons, opening a spell
book, triggering a magical item, or drink­ing a potion
highlight box over an in-hand item (next
. They are the items beside
.)
.
.
.
. This includes
. To use an item, place the
.
8
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
r
.
I -
To cast spells using the keyboard, first
press (U) to use a character's in-hand
spell book or holy symbol
level of the spell to cast by pressing the
1-6 number keys on the main typing area
of your keyboard (not from the keypad)
Choose the spell by pressing the (<) and (>) keys to highlight the spell with the spell cursor Space ing ABORT SPELL and pressing Space
Press the inventory (I) key to view a character's equipment screen
Press the page (P) key to switch between the character's equipment screen and character screen
Press the camp (C) key to bring up the Camp Menu Camp, use the cursor keys to move the highlight to the desired option and press the Enter key camp options by pressing the first letter of the command
Move your party by pressing the keys on the keypad that correspond to the lay-
out of the movement buttons use these keypad commands even when you are using a mouse!
For reference, here is a list of all the keyboard (and keypad) commands
. Cast the spell by pressing
. Close the spell menu by highlight-
.
. To select an option in
. You can also select most
.
. Choose the
.
.
. You may
.
.
Keyboard
®
A
S Z Fl-F6 Shift F1-F6 G
D
T M
U
1-6
® ®
Space I
P
C
Keypad Command List
7 Turn Left~8 Move Forward~9 Turn Right 4 Move Left~5 Move Backward
2 Move Backward
6 Move Right
Command
Move item highlight box up Move item highlight box left Move item highlight box right Move item highlight box down Select character shortcut Swap character positions Get an item from the floor in
the 3-D view
Drop an item to the floor in
the 3-D view Throw an item into the 3-D view
Manipulate an object in the 3-D view (push a button, pull a lever, etc acts as "Get" for items that are in the
3-D view but are not on the ground Use an in-hand item from the
adventure screen (attack, trigger an item, bring up spells, drink a potion, etc
Choose Spell Level on spell menu Move Spell Cursor down Move Spell Cursor up Cast Spell Open and close the character's
equipment screen (inventory)
Page between equipment screen and character screen
Camp
List
. Also
.)
.)
A Crash Course in Combat
To attack, you must have weapons "in­hand" and "ready item is in a hand item is ready for use greyed out, it is unusable
To attack, right-click on a ready weapon on the adventure screen sure to will find yourself picking the item up instead of attacking!
Note that you can have an item "in­hand" but not "readied
you hold a two-handed weapon, you
cannot "ready" items in your other hand
you want, you could place an item in the greyed out hand, but you would not gain
any benefit from having it there
Characters fight with three basic types of weapons
Characters with melee weapons (swords, axes, etc
in the front rank portraits on the top row are in the front rank being in the rear rank
Characters with thrown and ranged weapons (daggers, darts, etc anywhere in the party thrown weapon, right-click on the ready weapon on the adventure screen the fight, you will have to go pick up the thrown weapon and ready it again
." "In-hand" means the
. "Ready" means the
. (If the weapon is
.)
. Be
right-click.If you left-click you
." For example, if
. The other hand is greyed out
; melee, thrown, and ranged
.) may only attack if they stand
. The two characters with
. Consider the other characters as
.
. To attack with a
. If
.
.
.) can be
. After
.
Guardians of
Temple Darkmoon
Ranged weapons require ammunition
Arrows for bows must be placed in the
character's quiver . Rocks for slings may
be placed anywhere on the character's
equipment screen
ranged weapon, right-click on the ready
weapon on the adventure screen the fight, you will have to go pick up the ammunition and replace it on the equip-
ment screen
For more information on readying a weapon, attacking with a weapon, or
picking up a weapon, see the
"Adventuring" section on page 15
more information on where to keep equipment and ammunition, see the
"Equipment" section on page 19
more information on the mechanics of combat, see the "Adventuring Strategy" section on page 45
. To attack with a
.
.
.
.
. After
. For
. For
9
10
~
MCP-
A Crash Course in
Spellcasting
Characters such as mages and clerics are spellcasters who use magic to fight and to heal order to gain their spells are memorized or prayed for, they are ready to use that each time spellcasters use a spell, they forget how to cast it
rest again to regain it
Before you go into any serious com­bat, have your spellcasters memorize spells, pray for spells, and rest
Mages spend their lives seeking out new spells to add to their spell book must memorize these spells before using them
Clerics and high-level paladins pray for their spells are insights with mages
To ready the spells, go into camp, and select Memorize Spells or Pray for Spells ter that fits the category, choose the character that you want to work with
Click on a number from the spell level across the top of the list, and click on the spell names to choose the spells you want to memorize
all the different levels of spells your magic user knows, and then press Exit
just once to return to the Camp menu
. Spellcasters
. However, keep in mind
.
. This is because these spells
; they are not memorized as
.
. (If there is more than one charac-
must rest
. Once spells
. They must
.
. Repeat this for
in
.
. They
.)
.
Repeat the above process for all the spellcasters in your party
Once spells have been selected for all of the spellcasters, choose Rest Party The spellcasters will learn the spells you selected . From here on, whenever the
party rests, the spellcasters will remem-
orize the same spells
If you adventure for a while and realize that you want your spellcasters to mem­orize a different breakdown of spells, then the next time you camp just go
into Memorize Spells or Fray for Spells,
select Clear, and reselect spells
All spells are cast from the adventure
. To cast a spell, right-click on
screen the spellcaster's spell book or holy
. (Be
symbol because if you left-click you will find
yourself picking the item up instead of casting a spell!) The spell box appears over the compass on the adventure screen of the spell to cast and then click on the spell itself specific character in the party, click on the portrait of the recipient
For more information on memorizing, see the "Camp" section on page 21
more information on casting spells, see the "Adventuring" section starting on
page 15 the specific effects of spells, see the
"Spells" section starting on page 32
suretoright-click
. If the spell affects a
. For detailed information on
.
.
.
.
. Click on the level
.
. For
.
l
-m CREATING A NEW PARTY
Character Generation Screen
Generating Characters
You must generate four characters to have a complete party races and classes is essential to complet-
ing the adventure as fighters, paladins, and rangers are
needed to deal with the many horrors that block your path
support the quest with their magical abil­ities--clerics have powerful healing and protective spells, while mages attack with mystic force when progress is barred by a locked gate for which the party has no key
This section contains basic instructions for creating a new party information about selecting characters
for a party, see the "Your Characters and Your Party" section
. A good mix of
. Warrior classes such
. Clerics and mages
. Thieves are handy
.
. For detailed
. .
on page 23
.
To create a character, click on one of the four character boxes chosen a box, choose the new charac­ter's race and gender, class, alignment, and portrait
button to change your last choice
Race
There are six races of characters to choose from
Each race has unique advantages and characteristics
ble for different classes and each has
~
. ®
Human
~
3
Half-Elf
:®Gnome
E_
. After you have
. You can click on the Back
.
:
d®Elf
®S
Dwarf
®S
Halfling
. Different races are eligi-
12
~
unique modifiers to ability scores such as strength or wisdom information see "Races" on page 23
. For detailed
.
Class Classes are occupations
. Some races
Portrait The character portrait is a picture that
represents the character during the game
. Click on the arrows to display dif­ferent portraits, and then click on a por­trait to select it
have the option of having more than one class simultaneously, but there are six basic options
:
®
Fighter
:
®
Paladin
:
®
Cleric
:
®3
Ranger
:
®
Mage
®
. ®
Thief
The party needs a variety of classes to get all of the necessary skills for the adventure with evil characters
. (Paladins will not join parties
. If you already have an evil character you cannot gener­ate a paladin see the "Classes" section on page 25
.) For detailed information
.
Alignment
Ability Scores After you choose a character portrait,
the computer generates "ability scores" for the character a summary of natural abilities and faculties
. Each character has the
following scores
~
. ®
Strength (STR)
~
A
Intelligence (INT)
:
®
Wisdom (WIS)
:
®
Dexterity (DEX)
~
3
Constitution (CON)
Charisma (CHA)
:
®
Alignment is the philosophy by which a character lives and deals with the world There are nine possible alignments, although a character's class may limit the selection only be Lawful Good
:
®
Lawful Good :®Lawful Neutral
:
®
Neutral Good
:
®
Chaotic Good
. Paladins, for example, can
. The choices are
:
®
Lawful Evil
:
®
True Neutral
® .
®
Chaotic Neutral
:
®
Neutral Evil
:
®
Chaotic Evil
For detailed information see the "Alignments" section on page 27
.
For more information see the "Ability
.
Scores" section on page 27 modify and keep these scores with the Modify and Keep controls
:
Other Characteristics
Characters also have numeric values for the following characteristics
d®Armor Class (AC)
~ .
®
Hit Points (HP)
~ .
®
Level (LVL)
.
. These numbers are
:
. You may
.
:
Modifying and Keeping Characters
Deleting Characters
You can delete a character before you select PLAY trait and then click on the delete button
When the Party is Complete
When you have generated four charac­ters, a FLAY button appears underneath the portraits to begin the game
Characters that Join the Party
In addition to the four regular charac-
Modify/Keep Character Screen
REROLL generates a new set of ability scores for the character
MODIFY allows you to change charac-
ters' ability scores and hit points
example, use this to match a favorite AD&D• game character MODIFY, click the ability score to be changed, and then click on the plus or minus button to alter the ability score Click on the OK button when you are finished
.
FACES allows you to select a different character portrait
KEEP places the character into the party line-up
.
Name your character after selecting KEEP
. Once you enter a name, the
new character joins the party!
.
. For
. After selecting
.
ters, up to two more non-player characters (NFCs) may join the party As you adventure, these characters may ask to join you and act as any other characters under your control advice or give you information may leave your party, or you may drop them, at any time
.
. To delete, click on the por-
.
. Click on the FLAY button
.
.
. If you accept, they join
. Occasionally, NPCs offer
. NPCs
.
13
For detailed information on these char acteristics, see "Other Characteristics" on page 28
.
14
~
~
Camp
Click on the Camp button at the
bottom-right side of the screen
gives you options to save the game, turn
sounds on and off, have spellcasters memorize spells, and more
"Camp" section on page 21 for more information
Cast Cleric Spell
character's in-hand holy symbol on the spell level button from the spell
menu and then click on the spell to cast
. Click on target characters for any
spell that affects members of the party
.
Right-click on the
. Camp
. See the
. Click
.
Change Order of Characters
click on the name bar of one character on the adventure screen, and then right­click on the name bar of a second two characters trade places
Check Character Status
ter portrait is normal, the character is conscious
acter is unconscious a statue, the character is petrified replaced by a skull, the character is
dead highlighted, the character is poisoned
or paralyzed
. If it is shaded grey, the char-
. If it is replaced by
. If the character's name bar is
.
Right-
. The
.
If the charac-
. If it is
I)
view
-n HOW TO PLAY EYE OF THE BEHOLDER B
C,ate
l
LName Bar
Front
Rank
JC!LFSPIRIT CHLANDRA
H
F
;L C
Ira=
L
Characters
r,
Primary Hand
I
ary Hand
Weapon
Spell Menu
The spell effect box surrounding the character shows that the character is protected by spells represents a spell that mainly defends against physical attacks represents a spell that mainly defends against magical attacks box represents multiple spells
The hit point bar displays the character's current condition acter may be damaged, but is in good shape
. If it is yellow, the character is gravely wounded ter is unconscious as a numeric value click on Bar Graphs are ON/OFF from the Preferences menu
under Camp options
Drink a Potion
hand potion
Adventuring actions continue
. A yellow spell box
. A red spell box
. A dashed spell
.
. If it is green, the char-
. If it is red, the charac-
. To display hit points
.
Right-click on an in-
.
...
Message Area
Adventuring
EYE OF THE BEHOLDER
DARKMOON
screen casting, and exploration happens from this screen active, they may overlay parts of the adventure screen
You can only attack from the adventure screen, not from the equipment screen
During the game, the two characters in the upper row are "front rank" charac­ters, and the two characters in the lower row(s) are "rear rank
place your fighters in the front rank, and your magic users in the rear rank
I
II:THE LEGEND OF
is played from the adventure
. All movement, combat, spell-
. When other screens are
.
." For best results,
Adventure Screen
.
Things You Can Do from the
Adventure Screen Attack Monster
ter's in-hand weapons rank characters can attack with melee weapons (swords, maces, etc.). Characters in the rear ranks can attack with thrown and ranged weapons (bows, darts, etc.). After you have attacked with a weapon, it is greyed out until it is ready
.
again can carry and fight with a second weapon, but they may suffer a penalty to
their combat ability
Bash Obstacle
character's in-hand weapon to destroy an object
Right-click on a charac-
. Only the front
. Fighters, paladins, and rangers
.
Right-click on a front
.
Spell
Level
Buttons
Turn
Vndead
Ability (clerics
and
paladins)
Cast Mage Spell
character's in-hand spell book the spell level button from the spell menu and then the spell to cast on target characters for any spell that affects members of the party
Cast Spell from Cleric Scroll
click on an in-hand scroll consumed when the spell is cast
Cast Spell from Mage Scroll
click on an in-hand scroll consumed when the spell is cast
E
:ORT-SPELL
Leave Spell
Menu Button
4#
Scroll VP/Down
Buttons
Right-click on the
. Click on
. Click
.
Right-
. The scroll is
.
Right-
. The scroll is
.
15
16
Drop an Item
carry it to the 3-D view and click on it again below the center line of the window to drop the object click over the 3-D view center line
Left-click on an item,
. (To throw an item
.)
Force Open a Gate
tom of a partially open gate to try to
force it open automatically makes the attempt
Move in Dungeon
Examine Character's Equipment
on the character portrait from the adventure screen
.
Click
ment arrows or use the keyboard commands shown in the Keypad Command List on page 9
Click on the bot-
.
Click on the move-
.
Examine Character Information
on a character portrait from the adven­ture screen, then click on the other page
button (which looks like an upturned page corner)
Examine Part of the 3-D View
on dungeon features, such as writing on walls
. Information about the selected
item appears in the text window
.
Click
Click
.
Navigate in the Dungeon
compass to maintain your orientation and to map the various levels pass is hidden by the spell menu when characters cast spells
Open a Gate
or button near the gate locked or trapped and can only be
opened with keys or special actions Force Open a Gate and Unlock a Gate
Fire a Ranged Weapon (Bow or Sling)
Right-click on any in-hand bow or sling To prepare a ranged weapon, place the weapon in the character's primary hand As you fire the weapon, ammunition will be automatically used from either the quiver (bows), or belt pouch and back­pack (sling stones) if it is available
Fire a Ranged Weapon (Dagger or
Dart)
Right-click on any in-hand dagger
or dart
. Replacements are automatically
drawn from the bottom of the charac-
ter's belt pouch if they are available
.
Paladin Heal
holy symbol, click on the 1st-level spell
.
button, click on
then click on the target character
Pick a Lock
.
lock pick, place it over the lock, and click
. Thieves will automatically attempt
to disarm any traps they find in locks
Pause the Game
button at the bottom right side of the
. This brings up the camp menu,
.
screen and pauses time in the game
Watch the
. The com-
.
Click on the release lever
. Some gates are
. See
.
lay on hands
Click on the Camp
ability,
.
.
.
At the doors of Temple Darkmoon
Ready a New Item
item, move the item over a character's hand, and left-click again to put it in place
.
Take an Item
place it in a backpack or belt pouch, or to wear it, carry the item over the char­acter portrait and click on the portrait to switch to the equipment screen
click over the destination
food, weapons, and other items can be
found throughout the dungeon
remember that in the 3-D view, you
need to be adjacent to an item in order to pick it up
in sight, but out of reach!
; sometimes an item will be
Left-click on an
Left-click on the item
. Treasure,
. To
. Then,
. And
Throw an Item
carry it to the 3-D view and click on it again over the center line of the window
to throw the object
below the 3-D view center line of throwing is not the same as throwing a dart or dagger, which is described under Fire a Ranged Weapon
Turn Vndead
paladin's holy symbol, click on the
1st-level spell button, then click on the
turn undead
ability
Unlock a Gate
priate key, place it over a lock, and click
View Parchment
hand parchment
.
Left-click on an item,
. (To drop an item click
.) This type
.
Right-click on a cleric or
.
Left-click on the appro-
.
Right-click on an in-
.
17
Protect Vulnerable Characters
Place vulnerable characters in the rear
rank
. Rear rank characters can only be hit by monsters' melee attacks if the front rank characters are down, or if creatures are attacking from the sides or
rear of the party
.
18
Food Packet
Previous/Next
Character Buttons
Ready an Item
move the item over to the box repre­senting a character's hand, and left-click again to put it in place
Return to Adventure Screen
the character portrait to return to the adventure screen
Store Items
over the backpack, and click to place it inside
. Items in the backpack are not
readied and do not help the character
Left-click on an item,
.
Click on
.
click on an item, carry it
.
Wear Equipment
a box connected to the character's body to wear it
the character's torso to wear it
bracers on the character's wrists to wear them gers to wear them the character's head to wear it necklace on the character's neck to wear it to wear it
Click equipment over
. Place clothing or armor on
. Place
. Place rings on the character's fin-
. Place a helmet on
. Place a
. Place any foot gear on the feet
.
Equipment Screen
Equipment
The equipment screen displays all of a character's items ter's backpack and belt pouch are not readied and do not help the character Items worn on the character's body or in­hand are readied and give the character any bonuses (or penalties) they confer
Things You Can Do from the
Equipment Screen
Change Character
ous/next character buttons (which look
like arrows) to view other characters'
equipment
Check Arrows in Quiver
on the quiver indicates the number of
arrows the character is carrying arrows on the quiver to fill it
Check Character Screen
other screen button (which looks like an upturned page corner) to see the charac­ter screen
19
. Items in the charac-
.
.
Click on the previ-
.
The number
. Click
.
Click on the
.
Check Food Bar The food bar is yellow
when a character is hungry
bar is red when a character is close to starving character is starving are starving they cannot memorize or
pray for spells
Eat
the character's plate, and click to eat The food bar represents how hungry the
character is
Give an Item
on the previous/next character buttons
until you reach the recipient, and click
over the appropriate destination
. The food bar is blank when the
.
Click on a food packet, bring it over
.
Click on the item, click
Keep Items Ready to Throw
weapons for throwing in the belt pouch
An item in the belt pouch is transferred
to the hand when the character attacks
with a thrown weapon
. The food
. When characters
.
.
Keep
.
.
Character Portrait
Current
Experience
r
(7;i
FIGHTER/CLERIC LAWFUL NEUTRAL HALF-ELF
STRENGTH
INTELLIGENCE WISDOM DEXTERITY CONSTITUTION CHARISMA ARMOR CLASS
1(Zt izL1
H FOOD
kizi`it1:R1--i3
_
_
FEMALE
Character Screen
Character Information
The character screen displays a charac­ter's class, alignment, race, gender, abili­ty scores, armor class, experience points, and current level on page 23 for details
. See "Character Basics"
.
Things You Can Do from the Character Screen
Change Character
ous/next character buttons to view other characters' equipment
Click on the previ-
.
Check Equipment Screen
other screen button (which looks like an upturned page corner) to see the equip-
ment screen
Return to Adventure Screen
the character portrait to return to the adventure screen
Hit Point
Bar
Food
Bar
I
Previous/Next
Character
Buttons
Ability
Scores
Current
Level
-
Other
Page
Button
Click on the
.
Click on
.
20
Camp
Memorize Spells
Select this option to choose or examine the set of spells the mage learns when resting
. The Spells Available menu will appear when you choose this option choose new spells, click on the level number button orized spells and a list of available spells will appear memorize
. The numbers to the right of the spell names are the number of each type of spell the character will have after resting
. If you want to reselect spells,
Camp Screen
select the Clear button to blank spell choices
. Click on a level number button
to choose spells of another level
Rest Party
Select this option to have the party rest, heal, and memorize spells
. When you
choose this option, you will be asked if
you want to have healers cure the party
If you choose Yes, characters with cure
spells 1) automatically cast them on wounded characters, and 2) rememorize those spells, and any others chosen, while the party is resting
. Unless you choose new spells, characters will rememorize the same group as before
The amount of time the party rests is
based on the highest number and level
of spells being memorized or prayed for Characters who have a blank food bar
cannot regain spells until they eat
.
the Exit button when finished
Pray for Spells
Select this option to choose or examine
.
the set of spells the cleric or high-level paladin learns when resting Available menu will appear when you choose this option spells click on the level number button the number of unmemorized spells and
a list of available spells will appear
.
Click on spells to memorize bers to the right of the spell names are the number of each type of spell the
.
character will have after resting want to reselect spells, select the Clear button to blank spell choices level number button to choose spells of another level when finished
. To
; the number of unmem-
. Click on spells to
. Select
.
. The Spells
. To choose new
;
.
. The num-
. If you
. Click on a
. Select the Exit button
.
Game Options
Select this option to display a menu with options for saving the current game or loading a previously saved one
Game Options Menu Load Ciame
Save
Game
Drop NPC Quit Game
Load Game
from the forest
.
ually named saved game slots a slot to retrieve the named saved game
Preferences
Select this option to control game func­tions such as sounds and display
.
Preferences Menu Sounds are ON/OFF
Bar Graphs are ON/OFF Mouse is
Sounds
on and off Bar Graphs
ON/OFF
Click this to turn sound effects
.
Click this to change between displaying hit points as a bar graph or numeric value
Mouse
Click this to turn the mouse interface on and off available on all systems
.
. (This may not be
.)
Save Game named saved game slots slot, name the saved game, and press Enter to save the game to disk regularly is a good idea
Drop NPC Character who has joined the party dur­ing the adventure) to leave the party
Quit Game
(Remember
you should save the game before you quit
Exit
Exit the camp menu and resume play
.
Displays a list of six individ-
. Click on
.
Displays a list of individually
. Click on a
. Saving
.
Orders an INPC (a Non-Player
.
Leaves
EYE
of
mE
BEHOLDER IL
: in order to keep your place,
.)
.
21
Scribe Scrolls
Select this option to transfer spells from a scroll to a spell book on scrolls appears, if any are available
. A list of spells
.
22
~
~
~
~
~
~
~
~
~
~
~
~
~
i
-m YOUR CHARACTERS AND YOUR PARTY
Character Basics
Your party contains four characters, each with their own unique strengths and weaknesses race, class, and set of ability scores
Race is the character's species and there are six races to choose from gnome, half-elf, halfling, and human
Class is the character's occupation . The basic choices of class are ranger, mage, paladin, thief or multi­class
. Some races are allowed to have more than one class simultaneously these are called multi-class characters Thirteenth level is the maximum level for all classes in this game
Ability scores define the character's physical and mental prowess, and they are
: strength, intelligence, wisdom,
dexterity, constitution, and charisma
. Every character has a
.
: dwarf, elf,
.
: cleric, fighter,
;
.
.
.
Races
Dwarves human race 4 1/2 feet tall, but generally weigh more than 150 pounds due to their heavily muscled build
450 years in all crafts, from metalworking to stone
masonry high prices in markets around the world, and pieces of their fine jewelry are part of every king's ransom known for tremendous courage and tenacity that borders on the fanatic
are a short, heavily built demi-
. They stand between 4 and
. Dwarves live from 350 to
. They are famous for their skill
. Dwarven weapons command
. Dwarves are also
.
:~-
Dwarves are by nature non-magical, and have innate resistances to spells as well as many poisons
®
Ability Score
Constitution + 1,
®
Allowable
Thief,
Fighter/Cleric, Fighter/Thief
*Level
Restrictions
Thief,
12th level
Elves
are slimmer and somewhat short­er than the average human and are easi­ly distinguished by their fine features and pointed ears than 1,200 years confines of civilization . They delight in natural beauty, singing, and carefree
playing
. To outsiders, elves often appear
to be haughty and cold, although they are known to be fiercely loyal to friends
Elves of all classes are taught archery from a very young age, and receive a + 1 bonus with any type of bow, and long or short swords to any type of Raise dead spells do not affect elves
®
Ability Score
.
Modifiers
Classes
. Elves are highly resistant
sleep
Modifiers
:
Dexterity-1,
Charisma -2
:
Cleric,
Fighter,
:
Cleric,
10th level
. They often live more . Elves do not like the
or charm spell
:
Dexterity +
;
.
.
.
1,
Constitution -1
*Allowable Mage,
Fighter/Thief, Mage/Thief, Fighter/Mage/Thief
®
Level
Fighter, 12th level
Gnomes although the latter are loathe to admit the relation
Classes
Ranger,
Restrictions
are distant kin of the dwarves,
. Gnomes typically live to be
:
Cleric,
Thief,
Fighter/Mage,
:
Cleric,
; Thief,
Fighter,
12th level
12th level
;
around 600 years old are taciturn and hard working, the gnomes are more carefree and lively Never turn your back on a gnome because they are enthusiastic practical
.
jokers
Gnomes are fairly magic-resistant
®
Ability Score
Wisdom -1
*Allowable
Classes
Thief, Cleric/Thief, Fighter/Cleric,
F ighter/Thief
®
Level Restrictions
Fighter,
Half-elves from their mixed parentage resemble their elvish parents in facial appearance, but half-elves are taller and heavier than most elves, approaching human norms as true elves, they live, on average, about 250 years elves can travel and mingle in both elvish and human company, although rarely are they truly accepted in either
Half-elves have the greatest selection of class combinations of any of the races They inherit an innate resistance to
sleep
extent than full-blooded elves
®
*Allowable
11th level
inherit several advantages
and charm spells, but to a lesser
Ability Score
Classes
Mage, Ranger, Thief, Fighter/Cleric,
Fighter/Thief, Fighter/Mage,
Cleric/Ranger,
Fighter/Mage/Cleric,
®
Level
Restrictions
. Where dwarves
.
.
Modifiers
. While not as long-lived
Modifiers
Cleric/Mage,
:
Intelligence +
:
Cleric, Fighter,
: Cleric,
. For the most part, half-
:
:
9th level
. They
.
:
None
Cleric, Fighter,
Thief/Mage,
Fighter/Mage/Thief
Mage,
12th
;
level
;
1,
.
.
Halflings famous for their congeniality and love of comfort and broad and they typically have curly hair
. Halflings are very short, a little shorter than dwarves, and quite plump They are sturdy, industrious, and gener­ally quiet and peaceful . Their burrow homes are well furnished, and their larders are always well stocked are well liked by nearly all other races Gnomes especially like the haiflings, whom they feel are kindred spirits
lialflings have innate magic resistance and have a+ 1 bonus with slings
®
Ability Score
non-fighters are Strength
®
Allowable Classes
Thief, Fighter/Thief
®
Level Restriction
Fighter,
Humans hence, most prevalent race vary more than any other race in size, skin color, and hair color
live around 70 years are more diversified than any of the other races, and also more aggressive and materialistic races wait patiently and take a long­range view of the world, humans tend to muster their efforts for immediate gain
®
Ability Score
*Allowable Mage, Paladin,
®
Level Restrictions
Thief, 12th level
are a diminutive people
. Their facial features are round
.
. Halflings
.
.
.
Modifiers
:
Dexterity +1,
-1
: Cleric,
: Cleric,
Fighter,
8th level
;
9th level
are the most adaptable and,
. Humans
. Typically they
. Human societies
. Where the longer-lived
.
Modifiers
Classes
Ranger,
:
None
:
Cleric,
Fighter,
Thief
: Maximum
for game
.
23
24
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
Classes Each class has its own unique strengths, and each offers valuable talents and skills to a party rangers, and paladins) are needed to battle past the creatures that stand in the way of victory and glory
very handy when the party runs across traps and locked doors
powerful spells, and clerics can both
fight opponents and heal wounded party members
Each class has one or more prime requi­sites, or ability scores that are important to the class
uisite
scores of 16 or greater advances
women who carry their faith in their weapon-arms as well as their hearts Cleric training includes the use of divine magic and a limited selection of weapons armor, but their selection of arms is lim­ited to blunt, impact-type weapons such as maces and flails
Clerical magic differs from mage spells in that clerical magic is of divine origin Clerics do not carry tomes of spells and
rituals
. They receive power directly from
the gods and cast spells through their
holy symbols pour over their spells to imprint the ritu-
als in their minds, clerics enter a medi­tative trance where they are receptive to
the divine magic ers against undead monsters such as skeletons listed on the cleric's list of 1st-level
. Fighter-types (fighters,
. Thieves are
. Mages offer
.
. A character with
are warrior priests, men and
. They can use any type of
.
. While mages study and
. Clerics also have pow-
. The ability to
prime req-
.
.
turn undead
is
.
spells and is used like a spell because it is an ability it does not go away when used levels they gain more spells and greater power against undead dom of 13 or higher gain extra spells (See the "Cleric Wisdom Spell Bonus"
table on page 52)
®
Prime Requisite
®
Races Allowed
®
Weapons Allowed
Staff, Sling Fighters
weapons and in battle tactics training includes use and maintenance of all manner of weapons and armor Fighters can use any type of armor or weapon without restriction glory or profit, fighters can be found in the thickest parts of battles, where only
spells
; they rely on their strong sword-
arm
. They can use any type of magical weapon or armor magical items such as rings and
gauntlets
skill when they go up in levels level fighters (including paladins and rangers), are able to attack more often
with melee weapons such as swords than other types of characters
®
Prime Requisite
®
Races Allowed
®
Weapons Allowed
. Fighters gain speed as well as
. As clerics advance in
.
: Wisdom
: Human, Dwarf, Elf,
: Mace, Flail,
are warriors, experts in using
. They can also use
: Strength
: All
: All
. However,
. Clerics with wis-
. Fighter
.
. Whether for
.
. High
.
Mages arcane and mysterious secrets of magic
be poor fighters, preferring to rely on their intellect and magical abilities While warriors and clerics may charge to the fore of a battle, mages tend to hang
back and pummel foes with mystic attacks
Mages cannot wear any type of armor because armor is restrictive and it inter-
feres with spellcasting their lack of martial inclination, mages
are severely limited in the weapons they can use
®
Prime Requisite
®
Races Allowed
®
Weapons Allowed
Paladins the name of truth and justice
Lawfulness and good deeds are their
meat and drink, and they lead lives of such chaste piety that even clerics stand
respectful that includes evil characters
high level fighters, paladins are able to attack more often with melee weapons, such as swords, than other types of
characters In addition to skill in all types of arms
and armor, paladins have several divine magical abilities
resistance to magical attacks and poi­son, and they are immune to all disease Paladins can heal once per day with their per level of advancement) hands ability is similar to the
wounds
are individuals trained in the
. Mages tend to
.
.
. Also, because of
. Mages become very powerful
.
: Intelligence
: Human, Elf, Half-Elf
: Dagger, Staff, Dart
are elite warriors who battle in
.
. Paladins will not join a party
. Like other
.
. Paladins have extra
.
lay on
hands
ability (two hit points
. The lay on
cure light
clerical spell
. Paladins are
always surrounded by an aura of protec­tion
. Because of this aura, all evil attack-
ers suffer a penalty to their attacks
At 3rd level, paladins can as a cleric two levels below their own 9th level, paladins gain the ability to
cast certain cleric spells, although they can never use cleric scrolls
pray for their spells and cast them exact­ly as clerics
Paladins can use the following cleric spells
Detect Magic,
Slow Poison
®
Prime Requisites
®
Races Allowed
®
Weapons Allowed
Rangers and woodsmen
as much by their wits and skills as by
their swords and bows
rangers can use any type of weapon or armor, although heavy armor interferes
with their special abilities
When wearing studded leather or lighter armor, rangers can fight with weapons in
both hands without any penalties other high level fighter-types, rangers are able to attack more often with melee weapons, such as swords, than
®
Prime Requisites
Dexterity, Wisdom
®
Races Allowed
®
Weapons Allowed
.
: Bless,
Cure
Protection From Evil,
.
: Strength, Charisma
: Only Human
are trained hunters, trackers,
: Strength,
: Human, Elf, Half-Elf
turn undead
. Paladins
Light
Wounds,
: All
. Like fighters,
.
.
: All
.
. At
. Like
25
26
L
~
~
~
Thieves
Some are malcontents, who prey on the unsuspecting
are hard to classify as a group
.
4- Chaotic indicates that the character values the individual above society
. Others are basically good,
and others
.
but are a little wanting in strength of character that a skilled thief in the party increases overall party survival-especially when dealing with trapped locks gain levels they become more proficient at picking locks, and avoiding any attached traps
Because they need to move freely and quietly, thieves' abilities are restricted when they wear anything except leather­type armor choice of weapons than clerics or mages
®
Prime Requisites
®
Races Allowed
®
Weapons Allowed
. Adventurers long ago learned
Ethics d
®
Good
act in a moral and upstanding manner
. As thieves
Neutral indicates the character leans
:
®
towards "situational ethics," evaluating
.
:®Evil indicates the character acts either with no regard for others, or in an overt­ly malignant manner
. Thieves have a greater
: Dexterity
: All
: Any
Ability Scores
.
The base for each ability score is a num-
ber between 3 and 18 are automatically factored into the base number by the computer when any
indicates the character tries to
value is shown
Alignments
Alignment describes a character's out­look and how he deals with life
. The possibilities encompass a range of views from believing strongly in society and altruism (Lawful Good) to completely selfish and without any regard for others
(Chaotic Evil)
two parts and personal ethics
. Alignment is presented in
: the character's world view
.
WorldView
:®Lawful indicates that the character works within the framework and rules of a society
.
:®Neutral indicates that the character
moves between valuing society and
valuing the individual
.
scores is 19, unless modified by magical means
. Fighters' strength may have a percentile value added to indicate exceptional ability offer greater advantages
Strength
measures physical power, muscle, and stamina acters (fighters, rangers, and paladins) can have exceptional strengths greater than 18
. Exceptional strength is indicat­ed by a percent value (01, 02, 99, 00) following the base strength (for example 18/23) characters to fight better weapons such as swords or maces they hit more often and receive damage bonuses
. Halflings, even halfling-fight-
ers, cannot have exceptional strengths Dexterity
measures agility, hand-eye coordination, and reflex speed Characters with high dexterities have
27
.
.
.
. Racial modifiers
. The maximum value for
. Higher values always
.
. Fighter-type char-
03
. . .
98,
. High strength allows
. With hand
.
.
bonuses to armor class, which indicates how difficult they are to hit
. Good dex­terity also gives bonuses when using missile weapons such as bows or slings
Dexterity of 16 or higher counters some
of the minuses fighters suffer when
using weapons in both hands
.
they are to hit can indicate different things might be difficult to hit because he is out-
.
fitted with magical armor, while a mon­ster might have the same armor class
because itissmall and fast . Armor class
changes only when characters find and
use new armor or shields
Constitution and physical toughness tion increases the number of hit points
a character receives how difficult a character is to incapaci-
tate or kill
Intelligence ing, and learning ability the prime requisite for mages and very survival hinges on learning and using their knowledge of magic
Wisdom ment, enlightenment, will power, and intuition or less are more susceptible to magical spells, while those with wisdom of 15 or greater have some resistance with wisdom of 13 or greater receive extra spells (see the Cleric Wisdom Spell Bonus table on page 52
Charisma
netism, persuasiveness, and ability to assume command
Other Characteristics
In addition to race, class, and ability scores, characters have several other characteristics that may change during the game
rience points, level, and alignment Armor Class (AC)
cult someone is to hit and damage
improves a character's armor class
. High constitu-
Hit points (HP)
. Hit points measure
character or opponent is to incapacitate or kill
.
measures memory, reason-
. Intelligence is
; their skill
.
measures a composite of judg-
. Characters with wisdom of 7
time an attack gets past armor and defenses, it does damage that is sub­tracted from the target's hit points points reach zero, the character is unconscious less, the character is dead
Experience Points (EXP) much a character has accomplished You earn experience points for killing monsters, finding treasure, and complet­ing parts of the adventure
. Clerics
requisite scores of 16 or greater increas­es experience earned by 10% Characters increase in level when they
.)
measures personal mag-
earn enough experience points acters start with some experience points these initial points are distributed evenly
.
throughout all of his or her classes Level
has advanced in his or her class
Whenever a character has earned
enough experience points to advance in
: armor class, hit points, expe-
.
level, he gains hit points, combat ability, and resistance to the effects of poisons
measures how diffi-
; the
; higher values are better
. If a character is multi-class,
measures how much a character
lower the armor class value, the harder
. Low armor class values
. A character
. High dexterity
.
measure how difficult a
. Every
. If hit
. If hit points reach -10 or
.
measure how
.
. Having prime
.
. All char-
.
.
28
and magical attacks high-level paladins gain the ability to memorize a greater number of spells and cast new spell levels advancement happens automatically whenever a character has enough expe­rience points for all of the classes begin on page 52
Creating Strong Characters
There are many strategies for putting together an effective party of characters Certain combinations of character classes and race are more effective
than others
.
. Mages, clerics, and
character despite limited abilities in melee
game means that a character can only
. Level
do one thing at a time ability to do many different things is often not as important as the ability to
. Level advancement tables
do one thing very well
.
The advantages of multi-class characters are obvious, they combine the abilities of several different classes of character in one
.
melee effectively and cast spells, though he can do neither as well as a single­class fighter or mage with the same amount of experience points
. Also, the real time nature of the
. Thus, a fighter/mage can both
classed characters are often useful to
Single-Class vs
Non-human characters have the ability to be multi-classed characters, but that
does not mean they must be multi-class characters a number of advantages over multi­classed characters with the same amount of experience points
Single-class fighters have several advan-
tages
ence points, they will average many more hit points and have a better chance to hit than multi-class fighter combinations
Single-class clerics and mages will gain higher level spells much sooner than
multi-class cleric or mage combinations With the same total amount of experi­ence points, they will have more spells than multi-class spell casters
. Single-class characters have
. With the same amount of experi-
. Multi-Class
.
.
.
add an additional capability to a party, such as thieving skills or additional cleri­cal healing spells class characters go up levels extremely slowly because their experience points are distributed evenly between their classes
.
Racial Advantages
Because of the monsters and situations in the game, certain race/class combina­tions are very effective are some specific types of characters and their advantages
Dwarven
a high constitution has a high resistance to poison, which makes it much easier to
.
fight giant spiders have a Constitution of 19, which can further increase hit points
Fighter
allows the party to read dwarven writing
With careful play, rear rank characters will seldom get into melee combat
. This
makes a single-class mage a viable
Human paladins
Paladin
. Paladins can fight as well as
any fighter, plus they have the ability to
; a character's
.
. Multi-
. Remember, multi-
. The following
.
:
A dwarven fighter with
. A dwarf fighter can
. A dwarf also
.
:
Only humans can be
heal by
laying on
the ability to cast some low level clerical healing spells when they reach ninth level
Elven Mage
levels swiftly dexterity has a high armor class, which makes it easier to survive stray thrown weapons
. As a mage, an elf's maximum constitution of 17 does not limit hit points and a maximum dexterity of 19 can improve armor class mages cannot wear armor to improve their armor class, high dexterity is essential
. An elf also allows the party to read elven writing
Human or half-Elven
class cleric swiftly gains levels and Half Elves can have a maximum wis­dom of 18 (thus gaining the maximum bonus spells) and they can attain the maximum level allowed in this game
hands
.
They also gain
.
:
. Because
.
A single-
Cleric
:
. Humans
.
Creating a Strong Party
A party should include a good mix of classes and races to handle all of the challenges they encounter need to decide upon your overall party strategy before making characters
In general, a party should have at least two characters who can fight well, a character who can cast mage spells, and at least one character who can cast
clerical healing spells
Fighters
The party has many choices for the two
front rank characters who can fight well Most races make reasonable fighters, fighter, paladin, and ranger class charac­ters fight better than other classes single-class cleric and dual-class fighter/cleric characters can be effective front rank characters in the beginning levels of the game NPCs that you meet in the game can fight
Half-Elven
Fighter/Mage/Cleric
:
This is
well and may be useful in the front rank the character with the most diverse tal­ents
. This character can use almost every item (excluding lock picks), has a limited ability to fight, can cast offensive
spells, and can heal
. Unfortunately, a
half-elven fighter/mage/cleric will go up levels extremely slowly, and will have
very few hit points for most of the game
Elven
Fighter/Mage/Thief
The thievish
Spellcasters
The choice of the various spellcasters is
also important to the strategy of the party One character who can cast mage spells is normally sufficient for most parties Mages must find their higher level spells on scrolls
.
so it is not efficient to divide those spells among several mages in a party
; the supply of scrolls is limited,
counterpart to the half elven jack of all trades listed before
. This character can
use literally every item in the game and can pick locks as well
. Unfortunately, an elven fighter/mage/thief will also go up levels extremely slowly, and will have very few hit points for most of the game
It is often useful to have two characters who can cast clerical healing spells important not to get caught after a battle
without a conscious cleric cleric with a few cure
.
. You will
.
.
.
. Even
. Also, some of the
.
.
.
.
. It is
. A conscious
light
wounds
29
30
~
~
spells can heal as many hit points in hours, as a party without a conscious cleric could heal in many days of rest
.
Party Makeup
One strategy is to create a party of spe­cialists who go up in levels with the fewest number of experience points This party works so long as the warriors in the front rank never let the spellcast­ers in the rear rank get into melee
Specialist Party
:
Dwarven Fighter,
Human Paladin, Elven Mage, and Half Elven Cleric
.
.
situation
. But, such a diverse party needs a much larger number of experi­ence points to get to higher levels
Generalist Party Half Elven Fighter/Cleric, Elven Fighter/Mage, Half Elven Cleric/Mage
A further strategy is to have a mixed
party with specialist warriors in the front rank and generalist spellcasters in the rear rank
. This strategy makes sure that the fighters gain levels (and hit points) as quickly as possible, but that the spell­casters will have a wide variety of spells available
.
Another strategy is to create a party of
Mixed
generalists who are multi-classed charac­ters
. This party should always have some
character with the appropriate skill for a
Party:Dwarven Fighter, Human Paladin, Half Elven Cleric/Mage, Human Cleric
.
:
Dwarven Fighter/Thief,
i
:
Range
:
0
= party members
-n
SPELLS i
Duration
Instantaneous = flash or instant effect Close = adjacent square~Short = single combat round Medium = up to 2 squares away~Medium = effect lasts for some time Long = as far as visible range
Long = effect lasts quite a while
Permanent = effect lasts for entire game
Variable or Special = see spell description
Mage Spells
i
+
Armor
Range
: 0
Duration
:
Special
First Level Mage Spells
AreaofEffect
:
One character
-
With this spell the mage can surround a character with a magical field that protects as scale mail (AC 6) better and it does not have a cumulative effect with the
. The spell has no effect on characters who already have AC 6 or
shield
spell . The spell lasts until dispelled, or until the character suffers damage that is equal to or greater than 8 hit points +1 hit point for every level of the caster
.
:®Burning Hands
Range
:
Close
Duration
:
Instantaneous
AreaofEffect
:
Front rank
When a mage casts this spell, a jet of searing flame shoots from the character's finger­tips
. The damage inflicted by the flame increases as the mage increases in level and
gains power the caster
. The spell does one to three points of damage plus two points per level of
. For example, a 10th level mage would do 21-23 points of damage
.
:®Detect Magic
Range
: 0
Duration
:
Short Area
of
Effect
:
Carried items
This spell allows a mage to determine if any of the items carried by members of the party are magically enchanted short period of time
31
u
.
. All magic items in the party glow for a
Spells continue
. . .
32
:
®
Magic Missile
Range
: Long
The mage creates a bolt of magic force that unerringly strikes one target two monsters, the missile automatically hits the one on the same side as the caster
Magic missile missiles
does two to five more points of damage, but a third or fourth-level mage does four to ten, and so on
Duration
: Instantaneous
Area of Effect
: One target
. If there are
.
spells do greater damage as a mage increases in level
. Initially,
magic
do two to five points of damage, and for every two extra levels the spell
. So, a first or second-level mage does two to five points
.
:®Shield Range
: 0
Duration
This spell produces an invisible barrier in front of the mage that totally blocks
missile
attacks
against propelled missiles (arrows, sling-stones) effect with the
: Short to medium
Area of Effect
: Spellcaster
magic
. It also offers AC 2 against hurled weapons (darts, spears) and AC 3
. The spell does not have a cumulative
armor
spell
. The spell duration increases with the level of the caster
.
:®Shocking Grasp Range
: Close
This spell magically charges the caster's hand with a powerful electrical field
Duration
: Variable or until mane touches a monster
Area of Effect
: Caster
. The
field, remains in place until the spell dissipates naturally or the character touches an adjacent monster
the front rank may attack with this hand like any other melee weapon one to eight points of damage plus one point per level of the caster
10th-level mage does 1 1-18 points of damage
to dissipate ranges from medium to long with the level of the caster
. When the spell is cast an electrified hand is displayed
. A mage in
. The spell does
. For example, a
. The amount of time it takes the spell
.
~: ®
Invisibility
Range
: 0
Duration
: Special
This spell causes the target to vanish from sight . The invisible character remains
unseen until he attacks a monster
characters, or even see them outright
Improved Identify
:
®
0~Duration:Instantaneous Area of Effect
Range
:
When this spell is cast, one item in the wizard's hand is identified for what it really is
The wizard learns the item's name and the attack or damage bonuses it has
that some items, such as special magical tomes, cannot be identified with this spell
d®Melf's Acid Arrow
Range
: Long
Duration
: Special
This spell creates a magical arrow that launches itself at a target as though it were fired by a fighter of the same level as the mage . The arrow is not affected by distance
. The arrow does two to eight points of damage per attack levels the mage has earned, the arrow gains an additional attack at third to fifth-level the arrow attacks twice, and at sixth to eighth-level the arrow attacks three times
.
-
:®Dispel Magic
Range
: 0
-
Second Level Mage Spells
4t
Blur
Range
: 0
Duration
The position of a wizard with an active blur spell shifts and wavers the wizard harder to hit with an attack
~: ®
Detect Invisibility
Range
: Close Duration
: Short
: Medium
Area of Effect
: The caster
. A true
Area of Effect
seeing
spell will counter a blur spell
: One square in front of the party
IC
-
. This distortion makes
.
This spell negates the effects of any spell affecting the party cure spells, but it will dispel
b
~
Range
A fireball
The explosion does one to six points of damage for every level of the caster to a maxi-
mum of 10th-level
Duration : Instantaneous Area of
Fireball
: Long Duration
: Instantaneous Area of Effect
is an explosive blast of flame that damages everything in the target square
. For example, a 10th-level mage does 10-60 points of damage
Area of Effect
: One target
. Certain powerful monsters can sense invisible
.
: One Item in the caster's hand
Area of Effect
: One target
Third Level Mage Spells
Effect:Whole party
.
person, bless,
hold
and similar spells
: Target square
. Note
. For every three
. For example,
Dispel
does not counter
.
.
.
.
.
With this spell, the party can see invisible monsters, items, or magical effects
It does not reveal illusions
.
.
33
Spells continue
...
34
~
~
~
:
®
Haste
Range
: 0
Duration
This spell causes all recipients to move and fight at double their normal rate (However, the spell does not allow magic users to cast spells at a faster rate
spell's duration increases with the level of the caster
®
Hold Person
Range
: Long
This spell can affect humans, demi-humans, or humanoid creatures
are affected become rigid and unable to move or speak increases with the level of the caster
®
Invisibility 10' Radius
Range
: 0
Duration
This spell causes the entire party to vanish from sight remains unseen until he attacks a monster invisible characters or even see them outright
®
Lightning Bolt
Range
: Long
This spell allows the mage to cast a powerful bolt of electrical energy
to its first target and then continues into the next square points of damage for every level of the caster to a maximum of 10th level ple, a 10th-level mage does 10-60 points of damage
:
®
Vampiric Touch
Range
: Close
When this spell is cast, a glowing hand appears
with this hand like any other melee weapon with a successful attack, the spell does 1-6 points of damage for every two levels of
the mage
. For example, a 10th-level mage would do 5-30 points of damage
These points in turn are transferred temporarily to the mage, so any damage he takes is subtracted from these points first monsters such as skeletons
: Medium
Duration
: Medium AreaofEffect
: Special
Duration
Duration
: Instantaneous
: One attack
AreaofEffect
.
AreaofEffect
: Entire party
AreaofEffect
AreaofEffect
. This spell does not affect undead
.
: One recipient per caster level
.
.) The
.
: Up to four targets
. Creatures that
. Spell duration
. Each invisible character
. Certain powerful monsters can sense
.
: Two squares
. The spell flies
. The bolt does one to six
. For exam-
.
: Caster
. A mage in the front rank may attack
. When the caster touches an opponent
.
:
®
Fear
Range
: Close Duration
When this spell is cast the mage projects a cone of terror . Any creature affected by the spell will turn tail and run from the party tures remain terrified is based on the level of the casting mage
increases with the level of the caster
4,Ice Storm
Range
This spell produces a pounding torrent of huge hailstones targets with 3-30 points of damage caster's level
.
*e Improved Invisibility
Range
: 0
Duration
This spell causes the target to vanish from sight even if he attacks with a weapon or spell hit with an attack powerful monsters can sense invisible characters, or even see them outright
~
3
Remove Curse
Range
: 0
Duration
This spell allows a character with a cursed item to drop the item itself will still be cursed with its negative properties
~
A
Cone of Cold
Range
: Close
This spell causes the mage to project a chilling cone of sub-zero cold cone causes two to five points point of damage per level of the caster a 10th-level mage would do 20-50 points of damage
E>
-
: Medium
: Short
. A true
: Permanent
-~
Duration
: Instantaneous
Fourth Level Mage Spells
AreaofEffect
.
: Instantaneous Area
. The range of this spell is based on the
AreaofEffect
seeing
spell will counter an
AreaofEffect
: One square
. The amount of time the affected crea-
of
Effect
: A cross-shaped area (3x3 squares)
. The spell pummels the
: One character
. The invisible character remains unseen,
. The invisibility makes the character harder to
improved invisibility
: One character
.
Fifth Level Mage Spells
AreaofEffect
: Three squares
.
. The spell's duration
spell
. Certain
.
. However, the item
. The numbing
. For example,
III
35
Spells
continue..
.
36
~
~
~
IL
® .
®
Hold Monster
Range
: Long
This spell is similar to the
creatures increases with the level of the caster
Duration
. However, the spell does not affect undead creatures
: Medium
hold
Area of Effect
person
spell except that it affects a wider range of
.
: One square
. The spell's duration
:®Wall of Force
Range
: Close
A wall of force
A wall cast by a character is dispelled if it is hit with party enters the square with the
d
®
Disintegrate
Range
: Close
This spell causes any one creature it hits to vanish . Disintegration is instantaneous and its effects are permanent
Duration
Duration
: Short
creates a barrier which stops monsters and spells from passing
~
: Instantaneous
Area of Effect
: One square
a disintegrate
wall of force
.
Sixth Level Mage Spells
Area of
Effect:One target
.
spell, or if the
4
:-~ :
.
Cleric Spells
-
First Level Cleric Spells4c--
4-
Bless
Range Upon uttering this spell the morale of the entire party is raised
a bonus to their attacks can cast
®
Cause Light Wounds
Range By casting this spell, the cleric can cause one to eight hit points of damage
ic must be in the front rank to hit a target
®
Cure Light Wounds
Range
By casting this spell on a wounded character, the cleric can heal one to eight hit points of damage
Duration
: 0
bless
: Close
: 0
Duration
: Medium
spells
.
Duration
: Permanent
. High-level paladins can cast
Area of Effect
.
Bless
spells are not cumulative
: Permanent
Area of Effect
: Entire party
Area of Effect
.
: One target
: One character
cure light
-
. All characters gain
. High-level paladins
. The cler-
wounds spells
.
~ . ®
Flesh to Stone
Range
: Medium
This spell causes any one target to turn to stone with the
~ . ®
Range This spell restores the life to a character who has been turned to stone
ter may have been changed by a such as a medusa or a basilisk
stone to flesh
Stone to Flesh
: 0
Duration
Duration
: Permanent (or until reversed)
. The spell's effects can be reversed
spell
.
: Permanent (or until reversed)
flesh to
.
Area of Effect
stone spell or by the effect of a monster
Area of Effect
: One target
: One character
. The charac-
:®True Seeing
Range
: 0
Duration
With this spell, the party can see things as they really are fool the party, invisible monsters, items, or magical effects will appear
37
: Short
Area of Effect
: Special
. Illusionary walls will not
.
®
Detect Magic
Range
: 0
Duration
This spell allows the caster to determine if any of the items carried by members of the party are magically enchanted short period of time
: Instantaneous
. High-level paladins can cast
Area of Effect
. All magic items in the party are indicated for a
: Carried items
detect magic
spells
.
4®Protection from Evil
Range
: 0
Duration
This
spell
envelops the recipient in a magical shell any evil creatures . The spell's duration increases with the level of the caster level paladins can cast
: Medium
Area of Effect : One character
protection from evil
. The shell inhibits the attacks of
spells
.
Spells continue
. High-
. . .
38
~
~
~
~
~
Second Level Cleric Spells
<--
4- Aid
Range
: 0 Duration
This spell acts like a bless spell and it confers one to eight extra hit points to the
recipient
injured in combat
:
®
Range
This spell causes a flame-like blade to leap from the caster's hand like a normal sword and normally does 7-10 points of damage
a burning sword picture appears in the caster's hand - attack with this as you would any other melee weapon protected from fire
:
®
Range
This spell can affect human, demi-human, or humanoid creatures are affected become rigid and unable to move or speak with the level of the caster
. The temporary hit points are subtracted before the character's own if he is
Flame Blade
: Short Duration
Hold Person
: Long Duration
: Short to medium Area of Effect
. The spell's duration increases with the level of the caster
: Medium Area of Effect
. The spell does slightly less damage against targets
. Spell duration increases with the level of the caster
: Medium Area of Effect
.
: One character
.
: One target
. The blade attacks
. When the spell is cast
.
: Up to four characters
. Creatures that
. Spell duration increases
Third Level Cleric Spells'
®
Create Food & Water
: 0 Duration
Range This spell allows the cleric to conjure nourishment for the entire party
ters' food bars are blank, and they do not eat, they suffer 1 hit point of damage every 24 hours
Dispel Magic
®
Range
: 0 Duration
This spell negates the effects of any spell affecting the party counter
®
Range
This spell enchants the cleric's own robes, providing protection at least equivalent to
chain mail (AC 5) cleric earns above 5th level tection . This spell is not cumulative with itself or any other spells or armor spell's duration increases with the level of the caster
cure
Magical Vestment
: 0 Duration
: Permanent Area of Effect
. Starving mages and clerics are unable to regain spells
: Instantaneous Area of Effect
spells, but it will dispel
: Medium Area of Effect
. The vestment gains a +1 enchantment for every three levels the
. For example, an 11th-level cleric would have AC 3 pro-
: Special
: Whole party
hold
person, bless,
: Caster
.
Dispel magic
and similar spells
.
. When charac-
.
does not
.
. The
d
®
Slow Poison
Range
: 0 Duration
This spell slows the effects of any type of poison for a limited amount of time the spell dissipates the victims suffer the poison's full effect unless poison
spell is cast
High-level paladins can cast
39
: Long Area of Effect
. The spell's duration increases with the level of the caster
slow poison
: One character
spells
.
. When
a neutralize
.
®
Prayer
Range
: 0 Duration
This spell is a more powerful version of the first-level bless
party's combat ability and decreases the enemy's effect
. The spell's duration increases with the level of the caster
®
Remove Paralysis
Range
: 0 Duration
This spell negates the effects of any type of paralyzation or related magic The spell counters
: Short to medium Area of Effect
: Permanent Area of Effect
spells
hold or slow
.
: Entire party
. The spell has no cumulative
: One to four characters
. This spell increases the
.
.
Spells continue
. . .
40
~
~
Fourth Level Cleric Spells
®
Cause
Range This spell is identical to the first-level cause
:®Cure Serious Wounds
Range This spell is identical to the first-level
heals 3-17 hit points of damage
®
Neutralize Poison
Range
This spell detoxifies any sort of poison or venom . The spell cannot return characters to life if they have already died from poison
®
Protection from Evil 10' Radius
Range This spell is identical to the first-level spell, except that it affects the entire party
spell's duration increases with the level of the caster
Serious Wounds
: Close
: 0
: 0
: 0
Duration
Duration
Duration
Duration : Medium to Long
: Permanent
. The cleric must be in the front rank to hit a target
: Permanent
: Permanent
Area of Effect
Area of Effect
cure
.
Area of Effect
Area of Effect
: One target
light
: One character
light
wounds
: One character
.
: Entire party
wounds
spell, except that it inflicts
spell, except that it
.
.
. The
Flame Strike
~ : ®
: Long
Range By means of this spell, the cleric calls down from the sky a column of flame
Creatures fully affected by the spell suffer 6-48 points of damage
d®Raise Dead Range
: 0
This spell allows the cleric to attempt to restore life to any non-elven character Chances for success are based on the deceased character's constitution
:®Slay Living Range
: Short
The target of a slay
opponents have a better chance of only taking damage
~
: ®
True Seeing Range With this spell, the party can see things as they really are
fool the party, invisible monsters, items, or magical effects will be shown
Duration
: 0
Duration
Duration
Duration
: Instantaneous
: Permanent
: Permanent
living
spell either takes damage or dies instantly
: Short
Sixth Level Cleric Spells
-
Area of Effect
Area of Effect
Area of Effect
Area of Effect
: One character
: Special
: One square
.
.
.
.
: One target
. Higher level
.
. Illusionary walls will not
.
c
-
Fifth Level Cleric Spells'
:®Cause
Range This spell is identical to the first-level cause
hit points of damage
:®Cure
Range This spell is identical to the first-level
heals 6-27 hit points of damage
41
Critical Wounds
: Close
: 0
Duration
. The cleric must be in the front rank to hit a target
Critical Wounds
Duration
: Permanent
: Permanent
Area of Effect
Area of Effect
.
: One target
light
wounds,
: One character
cure
light
wounds
except that it inflicts 6-27
spell, except that it
:®Harm Range
: Close
This spell will bring a target to death's door, reducing it to very few hit points, no matter how many hit points the target had before the spell front rank to hit a target
.
:®Heal Range
: 0
This spell will completely heal a character of all damage, poison,
blindness, and paralysis
Duration
Duration
: Permanent
.
: Permanent
.
Area of Effect
Area of Effect
: One target
: One Character
. The cleric must be in the
42
Strategies for Using Spells
Spells are an important part of a party's capabilities
spellcasters memorize will have an important effect on the party's tactics
In the following section, the spells have been divided into types
defensive, healing, and other specific hints on when each type of spell
is most effective
Spells that are available only to clerics
are marked with an asterisk (')
Offensive
Burning
Shocking
Vampiric Touch, Wounds, *Cause Critical
*Harm
attacks spellcaster must be in the front rank to
attack with them takes to cast these spells and the vulner-
ability of many spellcasters, they are nor­mally the offensive spells of last resort
Magic Missile These are ranged magical attacks that affect only one monster at a time allow the spellcaster to attack from the safety of the rear ranks favorite offensive spells of lower level mages
Disintegrate are ranged magical attacks that can eliminate one target with a single attack They are the favorite offensive spells of higher-level mages attacking targets with
many hit points
. The spells that the party's
.
: offensive,
. There are
.
.
Spells
Hands,
:
These are hand to hand magical
. For all but
.
'
Cause
Light
Wounds,
Grasp, *Flame Blade,
'Cause
Serious
Wounds
burning hands,
. Because of the time it
and
Melf's Acid Arrow
. They are the
and
Flesh
to Stone
.
and
the
.
:
. They
: These
Hold
Fear, Ice Storm, Cone of
Strike ranged magical attacks that can affect several monsters in an area . Because of the damage they can do, they are often the preferred offensive spells of higher level spellcasters
These area-effect spells are especially effective when fighting many monsters Look closely at the area of effect of the various spells several squares are more effective against monsters that cannot attack in groups square are most effective against monsters that attack in groups
Be especially careful when you use the ice storm target of an melee range of the party, the party will also take damage from the spell hold
other humanoid creatures
Defensive Spells
Armor, Blur, *Protection from
Shield, *
*Protection from
spells mainly provide protection against
physical attacks
your front rank characters before dangerous battles that involve
physical attacks
*Bless
.
mainly provide protection against magical attacks your front rank characters before dangerous battles that involve magical attacks
Person, Fireball, Lightning Bolt,
Cold,
*Flame
and
Hold
Monster:These are
.
.
. The spells that affect
. The spells that affect a single
.
and
person
hold person
ice storm
spell only affects men and
spells
. If the
spell is within
. The
.
Evil,
Magical Vestment,
Evil 10' Radius
. Cast these spells on
.
and
*Prayer
:
. Cast these spells on
.
and
These spells
:
These
H
cnance encourner
. .
Healing Spells
*Cure Light Wounds, `Aid, *Cure
Serious Wounds,
Wounds, replace a character's lost hit points The aid spell can increase a character's hit points over his normal maximum value, but it only increases hit points temporarily
should always have a few cure
wounds spells memorized to quickly
heal the party while resting
*Slow Poison,
*Neutralize Poison, Remove and or remove the effects of poison,
paralysis, flesh to stone, or curses a number of these spells memorized whenever the party is anywhere near a
monster who can poison, paralyze, or
petrify
*Raise non-elven character back from the dead Keep one of these spells memorized once your cleric gets to a high enough level
and
Stone
.
Dead
`Cure Critical
'Heal:These spells
.
. Cleric class characters
light
.
*Remove
to Flesh
:
This spell will bring a
Paralysis,
Curse,
: These spells slow
. Keep
.
.
Other Spells
Detect Magic:This spell is very useful in evaluating the items the party picks up during the game magical items carried by the party to glow
Invisibility Invisibility
acter in the rear ranks.Invisibility 10'
Radius is
from mystic sensors and prying eyes
Even when the party is invisible, most monsters will sense the party's general location, though the monsters receive big penalties on attacks against invisible
targets
.
*Create
useful in the later levels of the game
where food is scarce
rize this spell before the party begins starving-not after!
Haste:This spell is especially useful when fighting monsters who are very fast
. The haste spell allows a party to make melee attacks much faster this spell on your party just before dan­gerous battles
True Seeing:This spell is useful when
you are stuck in an area with many illu-
sions, invisible monsters, etc
Disintegrate useful to remove certain walls and other
special blocks in your path
. The spell causes all
.
and
Invisibility 10'
is a useful defense for a char-
useful to hide the entire party
Food
& Water:This spell is very
. Be sure to memo-
.
This spell is occasionally
:
Radius
.
.
:
.
. Cast
43
44
t
-n ADVENTURING STRATEGY
Attacking Opponents
Characters generally engage in "melee
combat," which is face-to-face combat with weapons such as swords and maces
. Characters also have other options, such as casting spells and ranged combat, with bows and slings
In general, a character attacks the enemy in the front rank on his side of the screen enemy left in a battle, it moves to the center of its square and characters from both sides can attack it
. When there is only one
.
.
Combat Mechanics
Understanding combat mechanics
allows the party to use the most effec­tive weapons and tactics in different sit­uations
. Each character's ability in com­bat is defined by his armor class, THACO, and damage
THACO to hit enemies Armor Class number equal to or greater than this to damage a target with an armor class of
0
better his chance to hit the target character's THACO is based on his class
and level
represents a character's ability
0
.
The lower the attacker's THACO, the
.
NOTE
:
the generation of a random
number is often referred to as a "roll
." In determining if an attack hit,
the number generated is from 1 through 20 by the character's ability scores and any magic weapons
. The base roll is modified
.
. THACO stands for To
.
.
Hit
. A
An attack is successful if the roll is greater than or equal to the attacker's
THACO minus the target's AC
Example:A fighter with a THACO of
15 attacking a monster with an AC of
3 would need to roll (AC 3) = 12+
with an AC of -2 he would need to roll
: (THACO 15)-(AC -2) = 17+
Damage attacker inflicts against an opponent
The amount of damage inflicted depends on the attacker's strength and
weapon type can do is summarized in the Weapons
Chart on page 56
Some monsters take only partial or no damage from certain weapon types Skeletons, for example, take only half
damage from sharp or edged weapons
is the hit point loss that an
Combat Strategies
To succeed in combat, deploy your party well, cast effective spells before and during combat, maneuver your characters into advantageous positions, and attack using the most powerful characters and weapons
Deploying the Party
Keep the heavily-armored fighters in the front rank and the vulnerable magic users and thieves in the rear ranks
Equipping the Party
Equip characters in the front rank with
the most powerful melee weapons you can find
. See the Weapons Chart on
r,
.
: (THACO 15)
. But to hit a monster
. The damage each weapon
.
.
-
.
.
.
.
.
page 56 to see how much damage each type of weapon can do find enough weapons, warriors should
carry a one-handed weapon in their pri-
mary hand and a short sword in their
secondary hand
use a two-handed weapon in one hand,
you must keep the other hand free
Equip characters in the rear ranks with
the most powerful ranged weapons you
can find on page 56 to see how much damage each type of ranged weapon can do Spelicasters should have their holy sym­bols and spell books in-hand, ready to cast spells
Characters who use thrown weapons should carry weapons both in-hand and in their belt pouch for quick reloading Front rank characters who use thrown weapons may wish to carry a shield or short sword at the top of their belt pouch-in the box for belt pouch item #3 of the equipment screen on page 19 shield or short sword in that position will be readied automatically after the character attacks with the last of his or her thrown weapons
Be sure to recover your ranged weapons after each battle and to collect all of the ranged weapons you can find weapons get used up quickly in battle
. Again, see the Weapons Chart
.
. (See the diagram that names parts
. As soon as you
. Remember that if you
.
.
.) A
.
. Ranged
Wounded Characters
Characters who are seriously wounded should be moved out of the front rank if
possible
wounded character than it is to bring a
dead character back to life
. It is much easier to heal a
.
Moving and Fighting
If you are exploring an area, move with the compass on the screen to facilitate mapping explored area, move with a spell menu on the screen and an attack spell show-
ing screen up
equipment or character screens
With both the adventure screen and
spell menu up you are prepared for bat­tle
any door, climb or descend stairs, or
push a button that could open a door or
secret wall
closed doors or secret walls, and mon-
sters are always ready for combat!
Remember that you can move and fight
.
at the same time
wards to dodge an enemy melee attack
You can move sideways to dodge an
enemy ranged attack
to run away and close a door behind
you to get away from a particularly nasty
fight
can open doors to follow you
. If you are moving through an
. Always move with the adventure
; you can't fight from the
. Prepare for battle before you open
. Monsters often lurk behind
. Be careful though, some monsters
Hints
Here are some general strategy hints to
help you along your journey
Carry Items with You
You never know when you will need
.
something that you found! To carry an
item with you, pick up the item and
move it into a backpack
Prepare Your Party
Make sure that your party contains at least
: two characters who can fight well,
one who can cast mage spells, and one
.
. You can move back-
.
. You can even try
.
.
.
45
46
who can cast clerical spells
monster approaches, make sure that your fighters in the front rank have weapons in their primary hand you get comfortable fighting with the front rank characters, you can also have the rear rank characters throw weapons
and spells at the monsters by equipping your characters with vari-
ous combinations of weapons, shields, spell books, and holy symbols to maxi­mize their fighting ability
. When a
. Once
. Experiment
.
There are a number of traps that change the party's facing . Teleporters often
ing changes
Do you suspect the party is being tele­ported while moving through an area?
Throw an item past the suspected tele­porter, then watch the item
will 'disappear' if it teleports
Keep Track of Buttons and Levers
Some puzzles are activated in one part of the dungeon, yet they affect another
part farther away any button or lever that has no obvious
function through an area, go back and change
these buttons or levers one at a time to see if they make it any easier to get
through
. If you can't seem to get
.
Look For Writing
If you can't seem to get through an area, look for writing on the walls in the area Often, writing on a side wall is difficult to spot
. Some writing may only be read if the party includes a character of a specific race
Look For Hidden Buttons
. Record the position of
On
The Wall
.
On
The Walls
Always check the walls for secret and
hidden buttons and bricks
ways down a wall will often make hid­den buttons easier to spot
. Moving side-
.
Save The Game
Save the game anytime you think that
something could happen that would hurt the party
beginning of each level difficult to solve, save the game and then try different solutions sters are attacking the party thick and fast, save the game and try different strategies tough, save before opening doors
Go On
When all else fails, go on with the game
.
The party does not have to open every door, fight every monster, and obtain every item to win the game any areas that the party bypasses party gets stumped in a later area, or needs an item to go on, come back and
try the puzzle again
Keep Your Eye On The Compass
Watch the compass as the party moves
reveal themselves when the party's fac-
.
.
Watch for Teleporters
. The item
.
. Save the game at the
. If a puzzle is
. If the mon-
. If things are getting really
.
.
. Mark down
. If the
.
-N
BESTIARY
This section contains descriptions of most of the monsters in and around Temple
Darkmoon
. You may encounter a few others
Aerial Servant
This semi-intelligent crea-
ture is a form of an air elemental vants are most often encountered on this
plane of existence when they have been conjured by a high level cleric to do a specific task mally invisible, but when seen they resemble legless humanoids made of sparkling blue smoke strong and can do great damage by grabbing and strangling their targets
. Aerial ser-
. They are nor-
. They are very
.
K-
. ...
Basilisk, Lesser
This uncommon reptilian monster has leathery skin and eight legs Lesser basilisks'
defenses include a powerful bite and a hideous gaze that can turn a target to stone have eight legs, their slow metabolic process causes them to move sluggishly alone or in small groups
. They can be encountered
. Though they
.
.
Beholder
Ant, Giant
(Warrior and Worker)
These giant insects
include both worker ants and warrior
ants
. They are covered with a thick outer skeleton that acts as armor six hairy legs that can propel them over ground at great speed have powerful mandibles that can rend
their targets with a poisonous stinger in their tail
. Warriors can also attack
. They have
. All giant ants
.
ground
. Beholders have a globular body and move with an innate levitation the beholder's spherical body are ten eye-stalks, and in the center is a single large eye and a gaping maw adorned with several rows of razor-sharp teeth Each of the eye-stalks has a unique mag­ical ability-the beholder can cast a dif-
ferent spell with each all of the eyes can be brought to bear on a given target with hard, chitinous armor, making them relatively tough to hit in combat
Also known as
Eye
Tyrant or
Sphere of Many
Eyes,
this solitary horror is most often found under-
. Atop
.
. Fortunately, not
. Beholders are covered
.
47
48
I&
Bulette
Aptly called a land­shark, the bulette is a huge terrifying predator that lives only to eat a temperament
akin to the wolver-
ine
-
stupid, mean, and fearless
bulette is universally shunned, even by other monsters creatures are covered with bony armored plates which make them very tough to damage armor they are both swift and deadly Bulettes have very powerful claws and a maw full of rows of razor sharp teeth
. These rare, carnivorous
. Despite their size and
. It has
. The
.
.
Gas Spore
Gas spores are
multicellular spherical fungi that are often
found floating through enclosed
corridors resembles a large central eye have rhizome growths on top of their
hollow bodies that strongly resemble eye stalks resembles a beholder, but has none of the beholder's awesome powers
. Gas spores' frontal coloration
. They also
. The resulting sphere closely
.
Gelatinous Cube
These almost transparent
cubes travel down dungeon
corridors, absorbing car-
rion and trash
along the way cube glisten, and the creature leaves a slimy trail when it moves
cubes grow tall to garner mosses and the like from ceilings
. The sides of a gelatinous
. Very large
.
Giant, Frost
Like all evil giants, frost giants have a reputation for crudeness and stupidity
reputation is deserved, but frost giants are crafty
fighters
. They are very strong and tough
They are protected by oversized armor and can do tremendous damage with giant melee weapons and large hurled rocks
. Frost giants may be found alone
or in small tribal groups
. This
.
.
Hell Hound
The hell hound is a very
large, rust-red or brown beast with burning red
eyes
. The baying of a
hell hound has been described as "eerie," "hollow," and "disturbing
beast attacks with flaming breath and piercing teeth
.
." The
Mantis Warrior
Also called
tSreen,
nivorous insect man rior resembles a man-sized praying mantis warriors are often
armed with a unique, sharp-edged pole
. The ferocious reputation of the
arm deadly weapon and the warriors who
wield it has spread far
.
Thri-
this is a car-
. A mantis war-
. Mantis
Margoyle
This monster is a ferocious predator
of a magical
. Margoyles
nature are typically found
amid ruins or dwelling in under-
ground caverns
own guttural language will attack anything they find and they love to torture their helpless prey attack with their claws, bite, and horn
. They seem to have their
. These monsters
. They
.
Mind Flayer
Also called of the most feared of the inhuman dwellers ers feed on the very minds of sentient beings are a slime mauve color, stand about six feet tall, and
adorn themselves with flowing robes dec­orated with images of suffering, death, and despair with two large, white, pupilless eyes
. Their faces resemble octopi
111ithid,
this is one
. Mind flay-
. Mind flayers
.
Salamander
This large, flaming
creature is a native of the elemental plane of fire Salamanders thrive in very hot places
cruel, evil crea­tures that are highly intelligent respect only power, and to them power is either the ability to resist their fire, or the capacity to inflict great damage else is dealt a painful, fiery death
.
. They are
. They
. Anyone
.
Skeleton Warrior
This is a magically ani-
mated body, created
and controlled by a
powerful evil wizard or priest
. Skeleton war­riors have been creat­ed from the bodies of powerful warriors
Because they have no intelligence or will, skeleton warriors are utterly fearless They never retreat from a fight, except when turned by a cleric or paladin
.
.
.
49
50
~
~
~1~2~
~
~
~2~
~2~
~2~2~
~2~2~
~3~2~
~1~2~3~
~
~
~2~
~
~3~3~
~
~3~3~2~
~
~
~
~
~
~
~5~4~4~
~
~
~
~
I
Snake,
Also known as "flying fangs," these uncommon reptiles are so dangerous that all intelligent races hunt them merci-
lessly
. They fly with acrobatic agility, and use their tails and body coils to hamper victims while they hover in midair fangs always try to strike at the faces of
their foes
living creature they feel they can slay and eat
. The snakes will attack any
.
Flying
. Flying
environment released in their targets' death struggle They prefer their victims to meet linger­ing deaths to increase the energy given off before death melee by discharging their stored ener-
gy into their foes in a swooping attack
Spider, Giant
This predator
haunts many regions and helps
to keep down the
level of pests,
like adventurers Giant spiders weave webs for unwary vic­tims, and attack with poisonous bites
Wasp,
This rare giant insect
is feared because of its unthinking ferocity
They can attack with
powerful jaws and their tail-mounted stinger wings of giant wasps gives some warn­ing of their presence, but their swiftness
makes it necessary to react instantly to
their presence
.
Giant
. The buzzing
.
wolves are larger than most men and
have powerful jaws and teeth
.
swift and sure hunters
.
Will
'0
Wisps
These malevolent enti­ties subsist by luring unsuspecting creatures to their deaths amid the hazards of their
. They feed on the energies
.
. Will 'o wisps attack in
.
Wolf, Dire
Dire wolves are large ancient ancestors of modern wolves active and cunning carni­vores
. They can act inde­pendently, but tend to travel in packs
.
. They are
. Dire
. They are
Experience Levels
FIGHTER EXPERIENCE LEVELS
EXP TO
LEVEL
1
2 3
4 5
6 7
REACH LEVEL
0
2,000 4,000 8,000
16,000
32,000
64,000 8 125,000 9 250,000
10 500,000 11 12
13
750,000 1,000,000 1,250,000
CLERIC EXPERIENCE LEVELS
LEVEL
1
2 3 4 5
EXP TO
REACH LEVEL
0
1,500 3,000 6,000
13,000
6 27,500 7 8
55,000
110,000
9 225,000
10 11 12
13
450,000 675,000 900,000
1,125,000
i TABLES
HIT POINTS
1-10
+(1-10) +(1-10) +(1-10) +(1-10) +(1-10) +(1-10) +(1-10) +(1-10) + 3 + 3 + 3 + 3
HIT POINTS
1-8 +(1-8) +(1-8)
+(1-8) +(1-8)
+(1-8) +(1-8) +(1-8) +(1-8) + 2 + 2 + 2
+ 2
K-
CLERIC WI5DON SPELL BONUS'
WISDOM
SCORE
13
14
15
16
17
18
19
'
Bonus spells become available when the cleric
can normally cast spells of that level
SPELL LEVEL
3
1
2
1
2
1
1 1~-
1
4~5~6
2~-
.
CLERIC SPELL PROGRESSION
CLERIC LEVEL
1 2 3 4 5
6 7
8
9 10 11 12 13
1 2 -
1
3 2 -
3 3 2 -
3 3 4 4 4 4
6 5 6 6
4 5~6
1
1
3 2
3 2 3 3
1
2
3
2~1
5 3 2 2 6 4
2 2
51
54
~
~2~3~4~5~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
~
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MAGE EXPERIENCE LEVELS
EXP TO
LEVEL
1
2 3 4 5 6 7 8
9 10 11 12 13
PALADIN EXPERIENCE TABLE
REACH LEVEL
0
2,500
5,000 10,000 20,000 40,000 60,000 90,000
135,000 250,000 375,000 750,000
1,125,000
EXP TO
LEVEL
1
2 3 4 5 6 7 8
9 10 11 12 13
REACH LEVEL
0
2,250 4,500 9,000
18,000 36,000 75,000
150,000 300,000 600,000 900,000
1,200,000 1,500,000
HIT POINTS
1-4
+(1-4) +0-4)
+(1-4) +(1-4) +(1-4) +(1-4)
+0-4) +(1-4)
+(1-4)
+ 1 + 1 + 1
HIT POINTS
1-10
+(1-10) +(1-10) +(1-10) +(1-10) +(1-10)
+(1-10) +(1-10) +(1-10) + 3 + 3 + 3 + 3
MAGE SPELL PROGRESSION
MAGE LEVEL
1 2 3 4 5 6 7 8
9 10 11
12 13
PALADIN SPELL PROGRESSION
1
1 - ­2 - - -
2 1 ­3 2 -
4 2 1 4 2 2 - ­4 3 2 1 4 3 3 2 ­4 3 3 2 1 ­4 4 4 4 4 3 3 ­4~4~4~4~4~1 5 5
3 2
5 4
PALADIN LEVEL
9 10 11 12 13 2~2~1
1~2~3
1
2 ­2
1
2 2
-
2
4 2
RANGER EXPERIENCE TABLE
6
-
-
-
LEVEL
1 2
3 4 5 6
7 8
9 10 11 12 13
THIEF EXPERIENCE LEVELS
EXP TO
REACH LEVEL
0 2,250 4,500 9,000
18,000 36,000 75,000
150,000 300,000 600,000
900,000 1,200,000 1,500,000
EXP TO
LEVEL
1 2
3 4 5 6 7 8
9 10 11
12 13
REACH LEVEL
0 1,250 2,500 5,000
10,000 20,000 40,000
70,000 110,000 160,000 220,000
440,000 660,000
HIT
POINTS
1-10 +(1-10) +(1-10)
+(1-10) +(1-10)
+(1-10) +(1-10)
+(1-10) +(1-10) + 3 + 3 + 3 + 3
HIT POINTS
1-6 +(1-6) +(1-6) +(1-6) +(1-6) +(1-6) +(1-6) +(1-6)
+(1-6) +(1-6)
+ 2 + 2
+ 2
Ability Scores
Strength
The Strength Chart lists the modifiers to melee hit probability and the damage
adjustment based on the character's Strength
Strength Chart
ABILITY SCORE
* These bonuses are available only to fighters, pal­adins, and rangers
# These scores are only possible in this game through magic
.
MELEE HIT
PROBABILITY
3 4-5 6-7 8-15
16 17 18 18/01-50*
18/51-75
18/76-90*
18/91-99* 18/00*
19# 20# +3 +8
21 # 22#
*
-3
-2
-1 normal normal +1 +1 +1 +1 +1 +2 +2
+2 +5 +3
+3
+4 +4
.
.
DAMAGE
ADJUSTMENT
-1
-1 none none
+2 +3
+3 +4
+6 +7
+9 +10
53
54
~
~
~
~
~
~AC~
~
~
~
~
~
Dexterity
The Dexterity Chart lists the modifiers to
missile hit probability and the armor class adjustment based on the charac­ter's Dexterity
Dexterity Chart
ABILITY SCORE
3 -3 4
5
6 0
7-14
15 0 16 +1
17 18
19
.
MISSILE HIT
PROBABILITY ADJUSTMENT
+4
-2
-1
+3 +2 +1
0
0
-1
-2 +2 +2 +3
-3
-4
-4
Constitution
The Constitution Chart lists the Flit Point Adjustment that a character
gets every level
Constitution Chart
ABILITY SCORE
3 4-6 7-14 15 16 17 18
19
*
These bonuses are available only to fighters, pal-
adins, and rangers mum hit point adjustment for constitution is +2
.
HIT POINT
ADJUSTMENT
- 2
-1 0 +1 + 2 + 2
(+3)*
+ 2
(+4)*
+ 2
(+5)*
; for all other classes the maxi-
THACO
T1-IACO is not an ability score, but it is an important characteristic below lists a character's base TFIACO for his class and level
. The THACO Chart
.
THACQ Chart
CLASS
Cleric Fighter
Mage Paladin Ranger
Thief
55
CHARACTER LEVEL
1
2 3
20
20
20
19
20 20
4 5 6
20 18 18 18 18
17 16 15
20 19 19 19 18 18 20 19 18 17 20
19 18 17 16
20 20
19 19 18 18 17
16
7
16
14
15 14 15
14
8
9
10
11
16
16 14
13 12
18 17
13 12 13
12 11
14
11
10 9 17
11
10 9 8 10
17 16 16 15
12
13
14
12
8
17 16
9
8
15
14
Weapons
Weapons are divided into 3 classes
melee, thrown, and fired
. Melee weapons are used only in close combat, while thrown and fired weapons are used at
. Characters in the front rank can use
range melee and ranged weapons the rear ranks can only use ranged
weapons
. Note the "Classes" section start-
ing on page 25 in the rules that limit some
character classes to certain weapons The Weapons Chart lists the weapons with
their range of hit point damage versus small, medium, and large-sized creatures
The damage done by a melee weapon is
adjusted by the attacking character's
:
. Characters in
.
Armor
Armor provides a character a base armor class armor class, the harder it is for an attack to hit the character's armor and his dexterity
bonus
also help a character's armor class
Note the Classes sections starting on page 25 in the rules that limit some character classes to certain types of armor of armor and the base armor class they
.
provide a character Armor Chart
. The lower the character's
. Some magic items and spells
. The Armor Chart lists the types
strength and any magical bonus the
weapon may have
.
Weapons Chart
DAMAGE VS
SMALL & MEDIUM
Melee Weapons
Staff
1-6
:
Mace Short Sword Flail
Axe
Long Sword Halberd*
Thrown Weapons
:
Rock Dart Dagger Spear
Ranged Weapons
:
Sting & Rocks* Bow & Arrows*
* These two-handed weapons must be used from the primary hand
hand are unavailable
. Note that items in the other
.
. DAMAGE VS
LARC,E
1-6
2-7 1-6
2-7
1-6 1-8
2-8 1-8 1-8 1-8
1-12 1-10 2-12
1-2 1-3
1-4
1-2
1-2
1-3
1-6 1-8
1-4 1-4 1-6
1-6
ARMOR TYPE
Robe 10 Shield*
.
Leather Armor Scale Mail Chain Mail Banded Armor Plate Mail
* A shield subtracts I AC from any armor it is used with
.
Boots, helmets, and non-magical brac­ers may look like armor, but they do not modify a character's armor class can safely be left as weights on pressure plates
. Magical bracers, however, can
modify a character's armor class
.
.
BASE AC
9 8 6 5 4 3
. They
.
56
-n INDEX OF SPELLS l7
Aid, 39 Armor, 32 Bless, 38
Blur, 33 Burning Hands, 32 Cause Critical Wounds, 41 Cause Light Wounds, 38 Cause Serious Wounds, 41 Cone of Cold, 36 Create Food & Water, 40 Cure Critical Wounds, 41
Cure Light Wounds, 38 Cure Serious Wounds, 41 Detect Invisibility, 33 Detect Magic, cleric, 38 Detect Magic, mage, 32 Disintegrate, 37
Dispel Magic, cleric, 40 Dispel Magic, mage, 34
Fear, 36 Fireball, 34 Flame Blade, 39 Flame Strike, 42 Flesh to Stone, 37 Harm, 42
Haste, 35 Heal, 42 Hold Monster, 37
Hold Person, cleric, 39
Hold Person, mage, 35 Ice Storm, 36 Improved Identify, 34 Improved Invisibility, 36 Invisibility, 34 Invisibility 10' Radius, 35 Lightning Bolt, 35 Magic Missile, 33 Magical Vestment, 40 Melf's Acid Arrow, 34 Neutralize Poison, 41 Prayer, 40 Protection from Evil, 38 Protection from Evil 10' Radius, 41 Raise Dead, 42 Remove Curse, 36 Remove Paralysis, 40 Shield, 33 Shocking Grasp, 33 Slay Living, 42 Slow Poison, 39 Stone to Flesh, 37 True Seeing, cleric, 42 True Seeing, mage, 37 Vampiric Touch, 35 Wall Of Force, 37
57
58
Westwood Associates Credits
Director
:
Brett W
Original Concept & Story
Game Design
Lead Programmer
Level Programmer
Amiga Programmer
Additional Programming
Art & Graphics
Sound Effects
Playtesters
Special Thanks to
: : : : : : :
Music
: :
Writer
: : :
Philip W Brett W Philip W Bill Stokes Bill Stokes Joe Bostic Rick Parks, Aaron Powell, and Ren Olsen Frank Klepacld Paul S Marc Cram Glenn Sperry, Scott Zielinski, and Matt Collins Chuck Kroegel
Westwood Associates development
done in association with
:
International Computer Group
. Sperry
. Gorrow and Brett W
. Sperry, Paul S
. Sperry
. Mudra, and Bill Stokes
. Gorrow
. Mudra and Dwight Okahara
EYE OF THE
BEHOLDER II
PROOF OF PURCHASE
I
IL
-T-TTE1C1MUAT-01Y=.SIMULATIONSINC
-- -
I I I I
.
Strategic Simulations, Inc
Producers
Game Developers
Manual
: : :
Dan Cermak and George MacDonald Nicholas Beliaeff and David A . Lucca Eileen Matsumi, George MacDonald,
.
and Andre Vrignaud
Playtesters:Cyrus Harris, John Kirk, Alan Marenco, Phil Alne,
Brian Lowe, Robert Lupo, Jeff Shotwell, Glen Cureton, John Boockholdt, Jason Ray, Andre Vrignaud, Chris Warshauer, and Mark Hall
Test Support:Kym Goyer
Special IBM Testing:Top Star Computing Services, Inc
Art, Graphic Design, & DTP
Pre-press Production:Louis
:
Louis
SAEKOw DESIGN
SAEKOw DESIGN
Printing:American Lithographers, Inc
QUESTIONS OR PROBLEMS?
Our main business number is (408) 737-6800 encounter disk or system related problems you can call our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., through Friday, holidaysexcluded PLAYING HINTS WILL BE GIVEN
THROUGH THIS NUMBER call our Hint Line at 1-900-737-HINT hints are available 44 hours a day, 7 days a week you don't hear the information you need, please write to us at
:~Hints, Strategic Simulations, Inc
675 Almanor Avenue, Suite 201,
(include a stamped self-addressed envelope for reply)
Sunnyvale,CA94086
Pacific Time, Monday
. N
. If you need hints,
. If you
OGAME
. Recorded
. If
.,
IBM COMPATIBLE COMPUTER
Many of our games will work on IBM compatible computers
. If you own an IBM compatible computer we suggest that you consult with our Technical Support Staff at (408) 737-6850 any workday between the hours of 11 a.m. and 5p.m.,Pacific Time, to see if an SSI game you're considering purchasing is compatible with your computer determine compatibility, you may wish to purchase the game and test for compatibility yourself . If the game proves to be incompatible, you may return it within 14 days with your dated receipt and we will refund your money
.
. Or, if you return the game within 30 days, you
may exchange the game for another
Credits
.
:
David Boudreau, Kirk Nichols
:
Kirk Nichols, Ray Garcia
.
INFORMATION
. If we have insufficient data to
:
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