hints on fighting monsters,
befriending iiPCs and
solving insidious puzzles
.
+ Detailed maps of all
levels with specific clues
for all events, character
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
Dungeons%)ragons®
COMPUTER PRODUCT
EYE OF THE
BEHOLDER II CLUE
BOOK
-
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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 thedead driver
robbery, for the
missingfrom 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
thanone 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 remainsfound 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
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-
. The strongest character
.
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
.
Right-click on an in-hand
lay on hands
Left-click on the thief's
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 BarThe 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
somewhat faster in levels
Clerics
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
Gnome, Half-Elf, Halfling
®
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
skill and bravery triumph
Fighters cannot cast any type of magical
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
and spellcasting gestures
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
as they increase in level
®
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
. Thelay 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
other types of characters
®
Prime Requisites
Dexterity, Wisdom
®
Races Allowed
®
Weapons Allowed
.
: Bless,
Cure
Protection From Evil,
.
: Strength, Charisma
: Only Human
are trained hunters, trackers,
. They are taught to live
: 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
.
each set of circumstances
:®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
measures fitness, health,
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-Classvs
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
.
:
A single-class mage gains
. An elven mage with a high
. 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
:
ShortArea
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:InstantaneousArea 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
: MediumAreaofEffect
: 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
: Medium to long Duration
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
3-17 hit points of damage
:®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
.
A character must 'roll' a
.
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
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
60
7-14
150
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
23
20
20
20
19
2020
456
20181818
18
171615
201919191818
20191817
20
19181716
2020
1919181817
16
7
16
14
1514
15
14
8
9
10
11
16
1614
1312
1817
1312
13
1211
14
11
109
17
11
1098
10
17161615
12
13
14
12
8
1716
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
. Armor class is based on
. 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
1-81-8
1-8
1-12
1-102-12
1-2
1-3
1-4
1-2
1-2
1-3
1-61-8
1-41-4
1-6
1-6
ARMOR TYPE
Robe10
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
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
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call our Hint Line at 1-900-737-HINT
hints are available 44 hours a day, 7 days a week
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. N
. If you need hints,
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OGAME
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. 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
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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
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.
. Or, if you return the game within 30 days, you
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Credits
.
:
David Boudreau, Kirk Nichols
:
Kirk Nichols, Ray Garcia
.
INFORMATION
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