32
.. .butmakesureyou've gotan EYEOFTHEBEHOLDER11 CLUEBOOK before you startyourassaulton TempleDarkmoonl Thisvaluableplayer's guideprovideseverything youneedtocompleteyour Astrategysectionwith hintsonfightingmonsters, befriendingiiPCsand solvinginsidiouspuzzles . +Detailedmapsofall levelswithspecificclues forallevents,character interactionsandpuzzles thatstandbetweenyou andthecompletionof yourquest . Acompletetreasure guidelistingthespecial itemsinthegame -you won'tmissathing! EYEOFTHE BEHOLDERIICLUE BOOK - yourticket c To ORDER: VISA/MC-call1-800-245-4525(inUSA&Canada) . Bymail - sendcheckormoneyorderfor$14 .95plus$3 .50shipping& handlingto :ElectronicArts,P0 .Box7530,SanMateo,CA94403 . Californiaresidents,pleaseadd applicablesalestax . `_ ADVANCEDDUNGEONS&DRAGONS `-andtheTSRlogoaretrademarks ownedbyandusedunderlicense fromTSR,Inc .01991TSR,Inc . _ K1991StrategicSimulations,Inc . Allrightsreser -" Acivai~ced Dungeons%)ragons® '05 COMPUTERPRODUCT STRATEGICSIMULATIONS,INC .

Acivai~ced Dungeons%)ragons® · 2009. 4. 1. · `_ADVANCED DUNGEONS & DRAGONS `- and the TSR logo are trademarks owned by and used under license from TSR, Inc. 01991 TSR, Inc. _

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Page 1: Acivai~ced Dungeons%)ragons® · 2009. 4. 1. · `_ADVANCED DUNGEONS & DRAGONS `- and the TSR logo are trademarks owned by and used under license from TSR, Inc. 01991 TSR, Inc. _

. . .but make sure you'vegot an EYE OF THE BEHOLDER 11

CLUE BOOK before youstart your assault onTemple Darkmoonl

This valuable player'sguide provides everythingyou need to complete your

A strategy section withhints on fighting monsters,befriending iiPCs andsolving insidious puzzles .

+ Detailed maps of alllevels with specific cluesfor all events, characterinteractions and puzzlesthat stand between youand the completion ofyour quest .

A complete treasureguide listing the specialitems in the game -youwon't miss a thing!

EYE OF THEBEHOLDER II CLUEBOOK - your ticket

c

To ORDER: VISA/MC -call 1-800-245-4525 (in USA & Canada) .By mail - send check or money order for $14 .95 plus $3 .50 shipping &handling to : Electronic Arts, P0 . Box 7530, San Mateo, CA 94403 .California residents, please addapplicable sales tax .

`_ ADVANCED DUNGEONS & DRAGONS`- and the TSR logo are trademarks

owned by and used under licensefrom TSR, Inc . 01991 TSR, Inc .

_

K 1991 Strategic Simulations, Inc .All rights reser -"

Acivai~cedDungeons%)ragons®'05

COMPUTER PRODUCT

STRATEGIC SIMULATIONS, INC.

Page 2: Acivai~ced Dungeons%)ragons® · 2009. 4. 1. · `_ADVANCED DUNGEONS & DRAGONS `- and the TSR logo are trademarks owned by and used under license from TSR, Inc. 01991 TSR, Inc. _

LIMITED WARRANTYStrategic Simulations, Inc . ("SSI") warrants that the diskette(s) on which the enclosed program is recordedwill be free from defects in materials and workmanship for a period of 30 days from the date of purchase . Ifwithin 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) toStrategic Simulations, Inc ., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replacethe diskette(s) free of charge . In addition, if the diskette(s) prove defective at any time after the first 30 days,return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10 .00 (each disk) plus$4 .00 for shipping and handling . California residents, add applicable sales tax .

SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO-GRAM RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY,PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE . THE PROGRAM

AND GAME ARE SOLD "AS IS ." THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITHTHE BUYER . I N NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUEN-TIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN

ADVISED OF THE POSSIBILITY OF SUCH DAMAGES . (SOME STATES DO NOT ALLOW THE EXCLUSION OR

LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES,SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU .)

The enclosed software program and this Rule Book are copyrighted . All rights are reserved . This Rule Bookmay not be copied, photographed, reproduced, or translated or reduced to any electrical medium or

machine readable form, in whole or in part, without prior written consent from SSI . The program accompa-

nying this Rule Book may be copied, by the original purchaser only, as necessary for use on the computerfor which it was purchased .

ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS and the TSR logo are trademarks

owned by and used under license from TSR, Inc ., Lake Geneva, WI, USA.

®1991 Strategic Simulations, Inc . All rights reserved . ®1991 TSR, Inc . All rights reserved .

WHAT TO DO IF YOU HAVE A DEFECTIVE DISK

Each of our games undergoes extensive playtesting prior to its release . Through this process we hope to

uncover and correct any errors in programming . However, due to the complex nature of our simulations,

some program errors may go undetected until after publication . In addition to errors in the program, there

are occasionally problems with the disk itself . We experience the industry standard of approximately a 3 to5% failure rate of duplicated disks . Before assuming that a disk is defective, make sure to check your diskdrive . Up to 95% of the disks returned to us as defective will run fine on our computer systems . Often the

problem is with a disk drive that needs servicing for alignment, speed, or cleaning .

Should you have a defective disk, please return the disk only (keep all other parts of the game) to ourCustomer Support Department, along with a note describing the problem you have encountered . A replace-

ment disk will be provided upon our receipt of the defective disk .

Should you uncover an error in the program, return both your game disk and any "save game" disks to our

Customer Support Department . Please enclose a description of what was taking place in the game when the

error occurred . Upon correction of the program error, we will return an updated disk to you .

Always make sure to include your name, address, and daytime telephone number with any correspondence .

We will do our best to see that any problems are corrected as soon as possible .

i

TABLE OF CONTENTS

KHELBEN'S LETTER TO THE PARTY 1OLTEC'S REPORT 2WENTLY KELSO'S JOURNAL 4

INTRODUCTION 7Eye of the Beholder 11 World 7What Comes With this Game? 7Copy Protection 7Getting Started Quickly 7Clicking with Your Mouse 8Using the Keyboard 8A Crash Course in Combat 10A Crash Course in Spellcasting 11

CREATING A NEW PARTY 12Generating Characters 12Modifying and Keeping Characters 14Deleting Characters 14When the Party is Complete 14Characters that Join the Party 14

HOW TO PLAY EYE OF THE BEHOLDER 11 15Adventuring 15Equipment 19Character Information 20Camp 21

YOUR CHARACTERS AND YOUR PARTY 23Character Basics 23Creating Strong Characters 29Creating a Strong Party 30

SPELLS 32Mage Spells 32Cleric Spells 38Strategies for Using Spells 43

ADVENTURING STRATEGY 45Attacking Opponents 45Hints 46

BESTIARY 48TABLES 52

Experience Levels 52Ability Scores 54Weapons 56Armor 56

INDEX OF SPELLS 58

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1

-n KHELBEN'S LETTER TO THE PARTY N--

Khelben Blackstaff, mystic advisor to the Lords of Waterdeep, sends youthe following letter:

Deae f-l eeoes o f Waterdeep,

3 am glad to see that yon are all fully recovered from the rigorso f yore ordeal in the sewers beneath Waterdeep . Clue healerswere more than happy to help You return to gone fighting trim .

Gongeatnlations on being named the guests of honor at theharvest festival in the city of Waterdeep . From the reports ofthe revel ey, 3 surmise that a good time was had by all .

Also, one scholars very much appreciated your donation of thehistoric artifacts that you recovered beneath one city. The studyof the scrolls, keys, and stone items should give ns an importantnew understanding of one city's history .

lAnfortnnately, another situation has arisen that could threatenthe city. For some time there have been rumors of peopledisappearing from villages to the north and west of the city .Now, we have written confirmation o f the discovery of humanremains in shallow graves . Evil forces and a powerful ancientartifact may be involved .

Thank yon for volunteering to investigate the area to the northand west of the city where these events have occnreed .7ncl nded with this letter are copies o f the documents thataroused our suspicions . Provisions have been provided foryour journey . Good luck .your trusted friend,

KkeI bevy

-X OLTEC'S REPORTt -

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 o f Waterdeep .

After the annual harvest festival, the City Guard made its routine sweeps searchingfor lost and drunken revelers . On the second path o , the old north road, we cameupon the remains of an overturned carriage,

The driver had been killed by an arrow through his heart. There was a smallamount o f blood inside the carriage . However, the carriage horses were grazingnearby and the dead driver still had his purse full o f coins . This was not a simplerobbery, for the attackers did not take the coins or the horses, The only thingmissing from the carriage seemed to be the passenger .

Oar tracker followed a faint trail o f blood from the carriage o- into the soft sand atthe side of the road, There, she pointed oat a deeply set boot print, as i f someonewere carrying a heavy load, The attacker mast have been carrying the passengeraway after the battle .

We searched the area, bat lost the trail in the harder ground to the north, The onlyfrait o f oar search was a small wooden box that had fallen beneath a bash along theattacker's trail. The box contained a boaad joaraal, the writings of that eccentricscholar Weatly Kelso,

it am aware that scholar Kelso's journals were valuable in the past . They helpedveri-y the existence of that aefarioas threat in the sewers beneath Waterdeep .However, Kelso's infernal investigations of obscure occurrences in the city have alsobeen the bane o f my men on more than one occasion .

Because of Kelso's history, J personally examined the journal, 0 am glad it did, forits writings foretell omiaoas events, The joaraal contains notes of evil occurrences

2

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and a powerful artifact. 3t speaks of an evil vision and of human remains found inshallow graves. CowId these graves be connected with the mysteriousdisappearances to the north that my men have reported?

My sources have confirmed that scholar Kelso was seen riding in a carriage late

on the last night o f the harvest festival . People who he met during the festivalmentioned that Kelso spoke of investigating a new mystery . 3 believe that weshould treat both this journal and the threat if infers as genuine .

As this matter does not yet directly threaten Waterdeep, it is outside the jurisdiction

o f the City Guard. Rather than forward the entire journal, 3 had a scribe copy the

relevant entries for you. 3 trust you will take the necessary actions to enswe thatnothing mentioned therein becomes a threat to the city or its citizens .

ours,

CSI tec

CaptainWaterdeep City Guard

3

Khelben also forwards a transcribed selection of journal entries written by WentlyKelso, the eccentric scholar and self-described "Famous Archaeologist ."

Journal Entry 356As I carefully pulled myself out of the sewersof Waterdeep, my hand slipped on a particu-larly slick stone . Only as I fell did I realizethat the stone was slick with blood from mywounded hand . I fell headlong into anembankment . My skull bounced against alarge boulder and my vision faded .

How many hours I lay there bleeding I do notknow. Suddenly a warm sensation flowedthroughout my body. I slowly opened my eyes .Before me stood a large robed figure, back lit byan unearthly glow. In the brightness, I couldsee only the outline of fine features and a darkcomplexion beneath the hooded robe .

"You are healed . I have saved you, forwithout aid you would have surely died ."

I put my hand to my head . My headthrobbed, but neither my head nor my handwere bleeding . It took me a moment to speak.

"Saving me was a very civilized thing foryou to do. What do you want from me?"

He seemed to grow larger and his eyesglowed red from under his hood .

"I ask nothing from you but yourundivided attention!"

He opened his hand and placed his glovedpalm on my throbbing head . I was over-whelmed by an intense vision .

-n WENTLY KELSO'S JOURNAL E-

In the woods, there was a quiet village on adark overcast day. Peasants in ragged clothesmoved through the village, selling goods, talk-ing, and just walking along the narrow dirtstreets . A woman in a blue gown adornedwith silver stars stood at one edge of the townsquare, talking to some of the peasants .

In the woods outside the village, dark figuresmoved into position . From the edge of thewood, a robed figure moved slowly towardthe village square. At the square, it mountedthe low structure that enclosed the drinkingwell . In its gloved hand, the figure held agleaming scepter.

"Citizens of Torzac," he declared,"Hear me now!"

The peasants turned toward the speaker andmumbled to themselves . A few moved closer.A few backed away.

"From this time forward I am your newruler! I will allow no resistance!"

Some citizens openly laughed . Others sworeat him . Many just turned to walk away.One of the locals stepped forward .

"And who might you be! Show yourself sowe might know our future ruler!"

With his empty hand, the figure pulled backhis hood. The slender elven face was marredonly by the blue-black complexion of a drow .The dark elf warrior scowled down withdisdain at the crowd of peasants .

4

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I

5

The village went completely silent . Manypeasants froze where they stood . Some pickedup stones, but dared not to throw them .

The woman in the star-decked gown strodeforward, weaving her hands in a complexpattern . "Dark warrior, you will never rule aliving soul in my home village!" She thrusther hands forward and missiles of magicalenergy darted at the arrogant drow .

The drow flashed an evil toothy smile andlaughed from atop his perch . With a scornfulwave of the gleaming scepter, the magicalmissiles dissipated into nothingness .

Some villagers, emboldened by the attack,hurled their stones at the drow. Most flewwide. But a single stone cut him on thecheek . The drow slowly passed a glovedfinger across the cut . He looked down at hishand and saw a single drop of his ownblood . His mad eyes blazed with hatred.

"I said, no resistance!"

Dozens of dark warriors charged from thewoods all around the village . The womanbegan to gesture frantically, but was hit byan arrow before she could cast another spell .Some villagers tried to flee, others to fight . Itmade no difference. The village wasdestroyed . All inside were cut down . Notone survived .

The victorious drow gathered around theremains of the village square . The leaderreplaced his hood and raised his scepter intriumph . The dark warriors raised theirbloody swords in salute .

This is where the vision ended . I awokewith my head resting upon the boulder. Myhead throbs even more than before, but Iam still alive .

Journal Entry 378The discovery of the history and location ofthe scepter in my vision is my latest investi-gation . It seems to be an artifact of thedrow, and should be of great scholarlyvalue . My first task is to track down thevillage of Torzac.

Journal Entry 381After reviewing my vision, I believe thevillage I saw could be somewhere nearWaterdeep. The thatching on the hut roofsis of a type that was common years ago inpoor villages to the north of the city. Thecolor of the clay in the bricks of the well iscommon in streams to the north and east .The city records may shed some light on thelocation of the village .

Journal Entry 399I began my search in the records office ofthe Waterdeep Treasury. Nowhere in therecords of the new reign of the Lords ofWaterdeep have I found a mention of avillage of Torzac .

Journal Entry 408I was about to give up my search and callthe whole thing a hallucination when Icame upon an ancient taxation record . Inpart it reads:

Lord Torzac:

According to our records, three of yourcitizens owe us a percentage of their fallharvest . Could you please look into this

matter! I will meet with you to discussfurther trading agreements before the firstnew moon . . . .

Then I found this letter to the taxation office :

. . . We followed the directions to the villageexplicitly, but there was nothing to befound . There was no village nor a LordTorzac. Our only guess is that the wholecommunity moved and destroyed thevillage before they left . . . .

The letter includes instructions on how toreach the village site, This is a major break-through, and I feel that it is just a matter oftime before I find the village and the scepter!

Journal Entry 420After bidding goodbye to my sweetMiltinda, I begin my expedition . I have fullsupplies and high hopes .

Journal Entry 4271 have found what seems to be the remains ofthe village. The wooden buildings do notremain, but the layout of the remains of thestone buildings corresponds exactly to the vil-lage in my vision . Large trees now grow onthe site of the former village square . Given thesize of these trees, the destruction of the villagemust have taken place a very long time ago .

Journal Entry 429I hired a local guide to support me in myinvestigations . The guide is a halfling namedInsal . Like my last guide, Insal is of veryminimal intelligence . The forest in this areaseems overrun with wolves. We spendmuch of our time on the move to avoidattracting the interest of the wolves .

Journal Entry 431We have come across several shallow gravesites, but their occupants were recentlyburied humans and therefore couldn't havebeen the people of Torzac. There seem to beno human settlements in the area . This isgood, people are always getting in the wayand making true archaeology much moredifficult . I have begun searching the area forsigns of underground drow construction asthat is the place most likely to still hold thescepter after all this time .

Journal Entry 451Two female warriors came through ourcamp this night . I attempted to questionthem about underground sites in the localarea, or any sightings of the scepter. Theywere either uncooperative or uninformed .In the end, Insal leered at both women, sothey left in a huff.

Journal Entry 456I have searched the area for above-groundsigns of drow sites and found nothing .After I return to Waterdeep for additionalsupplies, I will have to search this area forstructures that may hide drow undergroundconstructions .

I have discharged Insal so that I can travelmore quickly. He seemed unhappy to go,but I paid him off with a few shiny baubles,rusted weapons, and dented copper coins .With luck, I should return to Waterdeep intime to spend the harvest festival withmy sweet Miltinda .

6

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Eye of the Beholder II WorldEYE OF THE BEHOLDER II: THE LEGEND OF

DARJMOON is an all 3-D, Legend Seriescomputer role-playing adventure basedon the popular AD&D" 2nd Editiongame rules and on an original storycreated for this game . The action takesplace in and around the dreadedTemple Darkmoon located in TSR'sFORGOTTEN REALMS' game world .

Everything in EYE OF THE BEHOLDER II isfrom your point of view . Watch the treespass by as you move through the forestaround the temple . Pick up items andtake them with you . Open doors withkeys, by pressing buttons or by pullingrelease levers . See monsters draw near-er to you and close in for battle . Attackwith the weapons your characters havein their hands . Cast spells with yourclerics' or paladins' holy symbols andyour mages' spell books . Those in thefront of the party may attack withweapons such as swords and maces,while characters in the rear ranks mayattack with spells or ranged weaponssuch as bows and slings.

What Comes With this Game?You should have the following items inyour game box :

®

Rule Book ® Disks ® Data Card

This Rule Book explains how to playthe game and gives you referenceinformation about things like characters,monsters, and spells .

7

-N INTRODUCTION

The Disks contain the game .

The Data Card contains information onhow to load the game and play it onyour specific computer. It also explainshow to get right into the game with thepre-built party .

Copy ProtectionThere is no physical copy protection onyour EYE of THE BEHOLDER 11 disks, so

please make copies and put the origi-nals away for safekeeping .

To assure that you have a legitimatecopy of the game there will be a verifica-tion question somewhere during thegame. A picture will appear with the ver-ification question . You must find thematching illustration in the upper righthand corner of the Rule Book, and thengive the correct answer .

Getting Started QuicklyA saved game containing a pre-builtparty comes with your game . To getright into the game, load this savedgame following the instructions on yourData Card .

You may also transfer your EYE of THEBEHOLDER I party to this game. See theData Card for detailed instructions .

Clicking with Your MouseThroughout this book, the term "click"means move the cursor to the desiredarea and then press either the left orright mouse button .

"Right-click" means move the cursor tothe desired area and press the rightmouse button .

"Left-click" means move the cursor tothe desired area and press the leftmouse button .

Using the KeyboardThe majority of the rules in this bookassume that you have a mouse .However, anything that you can do withthe mouse, you can also do with thekeyboard. (The keyboard commandsmay not be available on all systems .Refer to your Data Card for details .)

To generate a character, use the cursorkeys to move the highlight box over thedesired option and press the Enter keywhen ready .

In the game, one item in a character'shand or inventory is surrounded by anitem highlight box. Use the W, A, S, andZ keys like a cursor key pad to move thehighlight box from item to item .

W Move item highlight box up

A Move item highlight box left

S Move item highlight box right

Z Move item highlight box down

As a short cut to access the character's"in-hand" items, press the function keythat corresponds to the character's posi-tion on the adventure screen. ("In-hand"items are items that rest in the charac-

ter's hands . They are the items besidethe character portrait. You can also seethe items from the equipment screen inthe grey box beside the hands .)

To swap the position of two characters,hold down the Shift key and press thefunction key that corresponds to thefirst character's position then hold downthe Shift key and press the function keythat corresponds to the second charac-ter's position .

The Get, Drop, Throw, and Manipulatecommand keys (G, D, T, & M) mimic thefunctions of the left-click of the mouse .To use these commands, place the high-light box over the item, or the locationyou want the item to be, and press thecommand key for the action you want .

On the adventure screen, the Use com-mand key (U) mimics the function of theright-click of the mouse. This includesattacking with weapons, opening a spellbook, triggering a magical item, or drink-ing a potion. To use an item, place thehighlight box over an in-hand item (nextto your character's portrait) and pressthe (U) key .

8

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To cast spells using the keyboard, firstpress (U) to use a character's in-handspell book or holy symbol . Choose thelevel of the spell to cast by pressing the1-6 number keys on the main typing areaof your keyboard (not from the keypad) .Choose the spell by pressing the (<) and(>) keys to highlight the spell with thespell cursor. Cast the spell by pressingSpace. Close the spell menu by highlight-ing ABORT SPELL and pressing Space .

Press the inventory (I) key to view acharacter's equipment screen .

Press the page (P) key to switch betweenthe character's equipment screen andcharacter screen .

Press the camp (C) key to bring up theCamp Menu . To select an option inCamp, use the cursor keys to move thehighlight to the desired option and pressthe Enter key . You can also select mostcamp options by pressing the first letterof the command .

Move your party by pressing the keys onthe keypad that correspond to the lay-out of the movement buttons . You mayuse these keypad commands even whenyou are using a mouse!

For reference, here is a list of all thekeyboard (and keypad) commands .

Keypad Command List

7 Turn Left

8 Move Forward

9 Turn Right

4 Move Left

5 Move Backward

6 Move Right

2 Move Backward

9

I - r.

Keyboard Command List

®

Move item highlight box up

A

Move item highlight box left

S

Move item highlight box right

Z

Move item highlight box down

Fl-F6

Select character shortcut

Shift F1-F6 Swap character positions

G

Get an item from the floor inthe 3-D view

D

Drop an item to the floor inthe 3-D view

T

Throw an item into the 3-D view

M Manipulate an object in the 3-D view(push a button, pull a lever, etc . Also

acts as "Get" for items that are in the3-D view but are not on the ground .)

U

Use an in-hand item from theadventure screen (attack, trigger anitem, bring up spells, drink a potion, etc .)

1-6

Choose Spell Level on spell menu

®

Move Spell Cursor down

®

Move Spell Cursor up

Space

Cast Spell

I

Open and close the character'sequipment screen (inventory)

P

Page between equipment screen andcharacter screen

C

Camp

A Crash Course in CombatTo attack, you must have weapons "in-hand" and "ready." "In-hand" means theitem is in a hand . "Ready" means theitem is ready for use . (If the weapon isgreyed out, it is unusable .)

To attack, right-click on a readyweapon on the adventure screen . Besure to right-click. If you left-click youwill find yourself picking the item upinstead of attacking!

Note that you can have an item "in-hand" but not "readied ." For example, ifyou hold a two-handed weapon, youcannot "ready" items in your otherhand. The other hand is greyed out. Ifyou want, you could place an item in thegreyed out hand, but you would not gainany benefit from having it there.

Characters fight with three basic typesof weapons; melee, thrown, and ranged .

Characters with melee weapons (swords,axes, etc .) may only attack if they standin the front rank. The two characters withportraits on the top row are in the frontrank. Consider the other characters asbeing in the rear rank .

Characters with thrown and rangedweapons (daggers, darts, etc.) can beanywhere in the party. To attack with athrown weapon, right-click on the readyweapon on the adventure screen . Afterthe fight, you will have to go pick up thethrown weapon and ready it again .

Guardians ofTemple Darkmoon .

Ranged weapons require ammunition .Arrows for bows must be placed in thecharacter's quiver. Rocks for slings maybe placed anywhere on the character'sequipment screen . To attack with aranged weapon, right-click on the readyweapon on the adventure screen . Afterthe fight, you will have to go pick up theammunition and replace it on the equip-ment screen .

For more information on readying aweapon, attacking with a weapon, orpicking up a weapon, see the"Adventuring" section on page 15 . Formore information on where to keepequipment and ammunition, see the"Equipment" section on page 19 . Formore information on the mechanics ofcombat, see the "Adventuring Strategy"section on page 45 .

10

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MCP-

A Crash Course inSpellcastingCharacters such as mages and clericsare spellcasters who use magic to fightand to heal . Spellcasters must rest inorder to gain their spells. Once spellsare memorized or prayed for, they areready to use . However, keep in mindthat each time spellcasters use a spell,they forget how to cast it. They mustrest again to regain it .

Before you go into any serious com-bat, have your spellcasters memorizespells, pray for spells, and rest .

Mages spend their lives seeking out newspells to add to their spell book . Theymust memorize these spells beforeusing them .

Clerics and high-level paladins pray fortheir spells . This is because these spellsare insights ; they are not memorized aswith mages .

To ready the spells, go into camp, andselect Memorize Spells or Pray forSpells. (If there is more than one charac-ter that fits the category, choose thecharacter that you want to work with .)Click on a number from the spell levelacross the top of the list, and click onthe spell names to choose the spellsyou want to memorize. Repeat this forall the different levels of spells yourmagic user knows, and then press Exitjust once to return to the Camp menu .

Repeat the above process for all thespellcasters in your party.

Once spells have been selected for allof the spellcasters, choose Rest Party.

The spellcasters will learn the spells youselected. From here on, whenever theparty rests, the spellcasters will remem-orize the same spells .

If you adventure for a while and realizethat you want your spellcasters to mem-orize a different breakdown of spells,then the next time you camp just gointo Memorize Spells or Fray for Spells,select Clear, and reselect spells .

All spells are cast from the adventurescreen. To cast a spell, right-click onthe spellcaster's spell book or holy

symbol . (Be sure to right-clickbecause if you left-click you will findyourself picking the item up insteadof casting a spell!) The spell boxappears over the compass on theadventure screen. Click on the levelof the spell to cast and then click onthe spell itself . If the spell affects aspecific character in the party, clickon the portrait of the recipient .

For more information on memorizing,see the "Camp" section on page 21 . Formore information on casting spells, seethe "Adventuring" section starting on

page 15. For detailed information onthe specific effects of spells, see the"Spells" section starting on page 32 .

l

Generating CharactersYou must generate four characters tohave a complete party. A good mix ofraces and classes is essential to complet-ing the adventure . Warrior classes suchas fighters, paladins, and rangers areneeded to deal with the many horrorsthat block your path. Clerics and magessupport the quest with their magical abil-ities--clerics have powerful healing andprotective spells, while mages attackwith mystic force . Thieves are handywhen progress is barred by a locked gatefor which the party has no key .

This section contains basic instructionsfor creating a new party. For detailedinformation about selecting charactersfor a party, see the "Your Characters andYour Party" section ..on page 23 .

-m CREATING A NEW PARTY E_

Character Generation Screen

To create a character, click on one ofthe four character boxes . After you havechosen a box, choose the new charac-ter's race and gender, class, alignment,and portrait. You can click on the Backbutton to change your last choice .

RaceThere are six races of characters tochoose from :

.® Human d® Elf

3 Half-Elf ®S Dwarf:® Gnome

®S Halfling

Each race has unique advantages andcharacteristics. Different races are eligi-ble for different classes and each has

12

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unique modifiers to ability scores suchas strength or wisdom . For detailedinformation see "Races" on page 23 .

ClassClasses are occupations . Some raceshave the option of having more thanone class simultaneously, but there aresix basic options :

:® Fighter ®3 Ranger

:® Paladin :® Mage

:® Cleric

®.® Thief

The party needs a variety of classes toget all of the necessary skills for theadventure . (Paladins will not join partieswith evil characters . If you alreadyhave an evil character you cannot gener-ate a paladin.) For detailed informationsee the "Classes" section on page 25 .

AlignmentAlignment is the philosophy by which acharacter lives and deals with the world .There are nine possible alignments,although a character's class may limitthe selection. Paladins, for example, canonly be Lawful Good . The choices are :

:® Lawful Good :® Lawful Neutral :® Lawful Evil

:® Neutral Good :® True Neutral :® Neutral Evil

:® Chaotic Good ®.® Chaotic Neutral :® Chaotic Evil

For detailed information see the"Alignments" section on page 27 .

13

PortraitThe character portrait is a picture thatrepresents the character during thegame . Click on the arrows to display dif-ferent portraits, and then click on a por-trait to select it.

Ability ScoresAfter you choose a character portrait,the computer generates "ability scores"for the character. These numbers area summary of natural abilities andfaculties. Each character has thefollowing scores :

.® Strength (STR)

A Intelligence (INT)

:® Wisdom (WIS)

:® Dexterity (DEX)

3 Constitution (CON)

:® Charisma (CHA)

For more information see the "AbilityScores" section on page 27 . You maymodify and keep these scores with theModify and Keep controls .

Other CharacteristicsCharacters also have numeric values forthe following characteristics :

d® Armor Class (AC)

.® Hit Points (HP)

.® Level (LVL)

For detailed information on these characteristics, see "Other Characteristics"on page 28 .

Modifying and KeepingCharacters

Modify/Keep Character Screen

REROLL generates a new set of abilityscores for the character.

MODIFY allows you to change charac-ters' ability scores and hit points . Forexample, use this to match a favoriteAD&D• game character. After selectingMODIFY, click the ability score to bechanged, and then click on the plus orminus button to alter the ability score .Click on the OK button when youare finished .

FACES allows you to select a differentcharacter portrait .

KEEP places the character into the partyline-up.

Name your character after selectingKEEP. Once you enter a name, thenew character joins the party!

Deleting CharactersYou can delete a character before youselect PLAY. To delete, click on the por-trait and then click on the delete button .

When the Party is CompleteWhen you have generated four charac-ters, a FLAY button appears underneaththe portraits. Click on the FLAY buttonto begin the game .

Characters that Join the PartyIn addition to the four regular charac-ters, up to two more non-playercharacters (NFCs) may join the party .As you adventure, these characters mayask to join you . If you accept, they joinand act as any other characters underyour control. Occasionally, NPCs offeradvice or give you information . NPCsmay leave your party, or you may dropthem, at any time .

14

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-n HOW TO PLAY EYE OF THE BEHOLDER B r,

I) view

Message Area

C,ate

l

LName Bar

I

Adventure Screen

Front Rank Characters IJC!LFSPIRIT CHLANDRA

H

Ira= L

Primary Hand

ary Hand

F;L C

Weapon

AdventuringEYE OF THE BEHOLDER

DARKMOON is played from the adventurescreen. All movement, combat, spell-casting, and exploration happens fromthis screen . When other screens areactive, they may overlay parts of theadventure screen .

Attack Monster Right-click on a charac-ter's in-hand weapons. Only the frontrank characters can attack with meleeweapons (swords, maces, etc .) .Characters in the rear ranks can attackwith thrown and ranged weapons (bows,darts, etc .) . After you have attacked witha weapon, it is greyed out until it is readyagain. Fighters, paladins, and rangerscan carry and fight with a secondweapon, but they may suffer a penalty totheir combat ability .

Bash Obstacle Right-click on a frontcharacter's in-hand weapon to destroyan object .

You can only attack from the adventurescreen, not from the equipment screen .

During the game, the two characters inthe upper row are "front rank" charac-ters, and the two characters in the lowerrow(s) are "rear rank ." For best results,place your fighters in the front rank, andyour magic users in the rear rank .

15

Camp Click on the Camp button at thebottom-right side of the screen. Campgives you options to save the game, turnsounds on and off, have spellcastersmemorize spells, and more . See the"Camp" section on page 21 for moreinformation .

Cast Cleric Spell Right-click on thecharacter's in-hand holy symbol . Clickon the spell level button from the spellmenu and then click on the spell tocast. Click on target characters for anyspell that affects members of the party .

Spell Menu

Spell Level Buttons

TurnVndeadAbility(clericsand

paladins)

E:ORT -SPELL 4 #

Leave SpellMenu Button

Scroll VP/DownButtons

Cast Mage Spell Right-click on thecharacter's in-hand spell book . Click onthe spell level button from the spellmenu and then the spell to cast. Clickon target characters for any spell thataffects members of the party .

Cast Spell from Cleric Scroll Right-click on an in-hand scroll . The scroll isconsumed when the spell is cast .

Cast Spell from Mage Scroll Right-click on an in-hand scroll . The scroll isconsumed when the spell is cast .

Change Order of Characters Right-click on the name bar of one characteron the adventure screen, and then right-click on the name bar of a second . Thetwo characters trade places.

Check Character Status If the charac-ter portrait is normal, the character isconscious . If it is shaded grey, the char-acter is unconscious . If it is replaced bya statue, the character is petrified . If it isreplaced by a skull, the character isdead. If the character's name bar ishighlighted, the character is poisonedor paralyzed .

The spell effect box surrounding thecharacter shows that the character isprotected by spells. A yellow spell boxrepresents a spell that mainly defendsagainst physical attacks. A red spell boxrepresents a spell that mainly defendsagainst magical attacks. A dashed spellbox represents multiple spells .

The hit point bar displays the character'scurrent condition . If it is green, the char-acter may be damaged, but is in goodshape . If it is yellow, the character isgravely wounded . If it is red, the charac-ter is unconscious . To display hit pointsas a numeric value click on Bar Graphsare ON/OFF from the Preferences menuunder Camp options.

Drink a Potion Right-click on an in-hand potion .

Adventuring actions continue . . .

16

Things You Can Do from theII: THE LEGEND OF Adventure Screen

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Drop an Item Left-click on an item,carry it to the 3-D view and click on itagain below the center line of the windowto drop the object. (To throw an itemclick over the 3-D view center line.)

Examine Character's Equipment Clickon the character portrait from theadventure screen .

Examine Character Information Clickon a character portrait from the adven-ture screen, then click on the other pagebutton (which looks like an upturnedpage corner) .

Examine Part of the 3-D View Clickon dungeon features, such as writing onwalls . Information about the selecteditem appears in the text window .

Fire a Ranged Weapon (Bow or Sling)Right-click on any in-hand bow or sling.To prepare a ranged weapon, place theweapon in the character's primary hand .As you fire the weapon, ammunition willbe automatically used from either thequiver (bows), or belt pouch and back-pack (sling stones) if it is available .

Fire a Ranged Weapon (Dagger orDart) Right-click on any in-hand daggeror dart . Replacements are automaticallydrawn from the bottom of the charac-ter's belt pouch if they are available .

17

Force Open a Gate Click on the bot-tom of a partially open gate to try toforce it open . The strongest characterautomatically makes the attempt .

Move in Dungeon Click on the move-ment arrows or use the keyboardcommands shown in the KeypadCommand List on page 9 .

Navigate in the Dungeon Watch thecompass to maintain your orientationand to map the various levels. The com-pass is hidden by the spell menu whencharacters cast spells .

Open a Gate Click on the release leveror button near the gate . Some gates arelocked or trapped and can only beopened with keys or special actions . SeeForce Open a Gate and Unlock a Gate .

Paladin Heal Right-click on an in-handholy symbol, click on the 1st-level spellbutton, click on lay on hands ability,then click on the target character.

Pick a Lock Left-click on the thief'slock pick, place it over the lock, andclick. Thieves will automatically attemptto disarm any traps they find in locks .

Pause the Game Click on the Campbutton at the bottom right side of thescreen. This brings up the camp menu,and pauses time in the game .

Protect Vulnerable CharactersPlace vulnerable characters in the rearrank. Rear rank characters can only behit by monsters' melee attacks if thefront rank characters are down, or ifcreatures are attacking from the sides orrear of the party .

Ready a New Item Left-click on anitem, move the item over a character'shand, and left-click again to put it inplace .

Take an Item Left-click on the item . Toplace it in a backpack or belt pouch, orto wear it, carry the item over the char-acter portrait and click on the portrait toswitch to the equipment screen . Then,click over the destination . Treasure,food, weapons, and other items can befound throughout the dungeon . Andremember that in the 3-D view, youneed to be adjacent to an item in orderto pick it up; sometimes an item will bein sight, but out of reach!

At the doors of Temple Darkmoon .

Throw an Item Left-click on an item,carry it to the 3-D view and click on itagain over the center line of the windowto throw the object. (To drop an item clickbelow the 3-D view center line .) This typeof throwing is not the same as throwing adart or dagger, which is described underFire a Ranged Weapon .

Turn Vndead Right-click on a cleric orpaladin's holy symbol, click on the1st-level spell button, then click on theturn undead ability.

Unlock a Gate Left-click on the appro-priate key, place it over a lock, and click .

View Parchment Right-click on an in-hand parchment .

18

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Food Packet

EquipmentThe equipment screen displays all of acharacter's items . Items in the charac-ter's backpack and belt pouch are notreadied and do not help the character.Items worn on the character's body or in-hand are readied and give the characterany bonuses (or penalties) they confer.

Things You Can Do from theEquipment ScreenChange Character Click on the previ-ous/next character buttons (which looklike arrows) to view other characters'equipment.

Check Arrows in Quiver The numberon the quiver indicates the number ofarrows the character is carrying . Clickarrows on the quiver to fill it .

Check Character Screen Click on theother screen button (which looks like anupturned page corner) to see the charac-ter screen .

19

Equipment Screen

Previous/NextCharacter Buttons

Check Food Bar The food bar is yellowwhen a character is hungry. The foodbar is red when a character is close tostarving. The food bar is blank when thecharacter is starving. When charactersare starving they cannot memorize orpray for spells .

Eat Click on a food packet, bring it overthe character's plate, and click to eat.The food bar represents how hungry thecharacter is .

Give an Item Click on the item, clickon the previous/next character buttonsuntil you reach the recipient, and clickover the appropriate destination .

Keep Items Ready to Throw Keepweapons for throwing in the belt pouch .An item in the belt pouch is transferredto the hand when the character attackswith a thrown weapon .

Ready an Item Left-click on an item,move the item over to the box repre-senting a character's hand, and left-clickagain to put it in place .

Return to Adventure Screen Click onthe character portrait to return to theadventure screen.

Store Items click on an item, carry itover the backpack, and click to place itinside . Items in the backpack are notreadied and do not help the character.

Character Portrait r

Current Experience

1(Zt izL1_HFOOD _

(7;i kizi`it 1:R1--i3

FIGHTER/CLERICLAWFUL NEUTRALHALF-ELF FEMALESTRENGTHINTELLIGENCEWISDOMDEXTERITYCONSTITUTIONCHARISMAARMOR CLASS

Character InformationThe character screen displays a charac-ter's class, alignment, race, gender, abili-ty scores, armor class, experience points,and current level . See "Character Basics"on page 23 for details .

Things You Can Do from theCharacter ScreenChange Character Click on the previ-ous/next character buttons to view othercharacters' equipment .

Character Screen

Wear Equipment Click equipment overa box connected to the character's bodyto wear it. Place clothing or armor onthe character's torso to wear it . Placebracers on the character's wrists to wearthem. Place rings on the character's fin-gers to wear them . Place a helmet onthe character's head to wear it . Place anecklace on the character's neck towear it . Place any foot gear on the feetto wear it.

Hit Point Bar

IFood Bar

Previous/NextCharacter Buttons

Ability Scores

Current Level

- Other Page Button

Check Equipment Screen Click on theother screen button (which looks like anupturned page corner) to see the equip-ment screen .

Return to Adventure Screen Click onthe character portrait to return to theadventure screen .

20

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Camp

Camp Screen

Rest PartySelect this option to have the party rest,heal, and memorize spells . When youchoose this option, you will be asked ifyou want to have healers cure the party .If you choose Yes, characters with curespells 1) automatically cast them onwounded characters, and 2) rememorizethose spells, and any others chosen,while the party is resting . Unless youchoose new spells, characters willrememorize the same group as before .The amount of time the party rests isbased on the highest number and levelof spells being memorized or prayed for.

Characters who have a blank food barcannot regain spells until they eat .

21

Memorize SpellsSelect this option to choose or examinethe set of spells the mage learns whenresting . The Spells Available menu willappear when you choose this option . Tochoose new spells, click on the levelnumber button; the number of unmem-orized spells and a list of availablespells will appear. Click on spells tomemorize. The numbers to the right ofthe spell names are the number of eachtype of spell the character will have afterresting. If you want to reselect spells,select the Clear button to blank spellchoices. Click on a level number buttonto choose spells of another level . Selectthe Exit button when finished .

Pray for SpellsSelect this option to choose or examinethe set of spells the cleric or high-levelpaladin learns when resting . The SpellsAvailable menu will appear when youchoose this option. To choose newspells click on the level number button ;the number of unmemorized spells anda list of available spells will appear.Click on spells to memorize . The num-bers to the right of the spell names arethe number of each type of spell thecharacter will have after resting . If youwant to reselect spells, select the Clearbutton to blank spell choices . Click on alevel number button to choose spells ofanother level. Select the Exit buttonwhen finished .

Scribe ScrollsSelect this option to transfer spells froma scroll to a spell book. A list of spellson scrolls appears, if any are available .

from the forest .

PreferencesSelect this option to control game func-tions such as sounds and display.

Preferences MenuSounds are ON/OFFBar Graphs are ON/OFFMouse is ON/OFF

Sounds Click this to turn sound effectson and off.

Bar Graphs Click this to changebetween displaying hit points as a bargraph or numeric value .

Mouse Click this to turn the mouseinterface on and off. (This may not beavailable on all systems .)

Game OptionsSelect this option to display a menu withoptions for saving the current game orloading a previously saved one .

Game Options MenuLoad CiameSave GameDrop NPCQuit Game

Load Game Displays a list of six individ-ually named saved game slots . Click ona slot to retrieve the named saved game .

Save Game Displays a list of individuallynamed saved game slots . Click on aslot, name the saved game, and pressEnter to save the game to disk. Savingregularly is a good idea .

Drop NPC Orders an INPC (a Non-PlayerCharacter who has joined the party dur-ing the adventure) to leave the party .

Quit Game Leaves EYE of mE BEHOLDER IL

(Remember: in order to keep your place,you should save the game before you quit.)

ExitExit the camp menu and resume play .

22

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-m YOUR CHARACTERS AND YOUR PARTY :~-

Character BasicsYour party contains four characters,each with their own unique strengthsand weaknesses. Every character has arace, class, and set of ability scores .

Race is the character's species and thereare six races to choose from: dwarf, elf,gnome, half-elf, halfling, and human .

Class is the character's occupation. Thebasic choices of class are : cleric, fighter,ranger, mage, paladin, thief or multi-class. Some races are allowed to havemore than one class simultaneously;these are called multi-class characters .Thirteenth level is the maximum levelfor all classes in this game .

Ability scores define the character'sphysical and mental prowess, and theyare: strength, intelligence, wisdom,dexterity, constitution, and charisma .

RacesDwarves are a short, heavily built demi-human race. They stand between 4 and4 1/2 feet tall, but generally weigh morethan 150 pounds due to their heavilymuscled build . Dwarves live from 350 to450 years. They are famous for their skillin all crafts, from metalworking to stonemasonry. Dwarven weapons commandhigh prices in markets around the world,and pieces of their fine jewelry are partof every king's ransom . Dwarves are alsoknown for tremendous courage andtenacity that borders on the fanatic .

23

Dwarves are by nature non-magical, andhave innate resistances to spells as wellas many poisons .

®

Ability Score Modifiers : Dexterity-1,Constitution + 1, Charisma -2

®

Allowable Classes : Cleric, Fighter,Thief, Fighter/Cleric, Fighter/Thief

*Level Restrictions : Cleric, 10th level;Thief, 12th level

Elves are slimmer and somewhat short-er than the average human and are easi-ly distinguished by their fine featuresand pointed ears . They often live morethan 1,200 years. Elves do not like theconfines of civilization . They delight innatural beauty, singing, and carefreeplaying. To outsiders, elves often appearto be haughty and cold, although theyare known to be fiercely loyal to friends .

Elves of all classes are taught archeryfrom a very young age, and receive a + 1bonus with any type of bow, and long orshort swords . Elves are highly resistantto any type of sleep or charm spell .Raise dead spells do not affect elves .

®

Ability Score Modifiers: Dexterity + 1,Constitution -1*Allowable Classes : Cleric, Fighter,Mage, Ranger, Thief, Fighter/Mage,Fighter/Thief, Mage/Thief,Fighter/Mage/Thief

®

Level Restrictions: Cleric, 12th level;Fighter, 12th level; Thief, 12th level

Gnomes are distant kin of the dwarves,although the latter are loathe to admitthe relation . Gnomes typically live to be

i

around 600 years old . Where dwarvesare taciturn and hard working, thegnomes are more carefree and lively .Never turn your back on a gnomebecause they are enthusiastic practical

jokers .

Gnomes are fairly magic-resistant .

®

Ability Score Modifiers : Intelligence + 1,Wisdom -1*Allowable Classes: Cleric, Fighter,Thief, Cleric/Thief, Fighter/Cleric,F ighter/Thief®

Level Restrictions: Cleric, 9th level;Fighter, 11th level

Half-elves inherit several advantagesfrom their mixed parentage . Theyresemble their elvish parents in facialappearance, but half-elves are taller andheavier than most elves, approachinghuman norms. While not as long-livedas true elves, they live, on average,about 250 years . For the most part, half-elves can travel and mingle in bothelvish and human company, althoughrarely are they truly accepted in either.

Half-elves have the greatest selection ofclass combinations of any of the races .They inherit an innate resistance tosleep and charm spells, but to a lesserextent than full-blooded elves .

®

Ability Score Modifiers: None*Allowable Classes: Cleric, Fighter,Mage, Ranger, Thief, Fighter/Cleric,Fighter/Thief, Fighter/Mage,Cleric/Ranger, Cleric/Mage, Thief/Mage,Fighter/Mage/Cleric, Fighter/Mage/Thief

®

Level Restrictions: Mage, 12th level;Thief, 12th level

Halflings are a diminutive peoplefamous for their congeniality and love ofcomfort. Their facial features are roundand broad and they typically have curlyhair. Halflings are very short, a littleshorter than dwarves, and quite plump.They are sturdy, industrious, and gener-ally quiet and peaceful. Their burrowhomes are well furnished, and theirlarders are always well stocked . Halflingsare well liked by nearly all other races.Gnomes especially like the haiflings,whom they feel are kindred spirits.

lialflings have innate magic resistanceand have a+ 1 bonus with slings .

®

Ability Score Modifiers : Dexterity +1,non-fighters are Strength -1®

Allowable Classes : Cleric, Fighter,Thief, Fighter/Thief®

Level Restriction : Cleric, 8th level;Fighter, 9th level

Humans are the most adaptable and,hence, most prevalent race . Humansvary more than any other race in size,skin color, and hair color. Typically theylive around 70 years. Human societiesare more diversified than any of theother races, and also more aggressiveand materialistic . Where the longer-livedraces wait patiently and take a long-range view of the world, humans tend tomuster their efforts for immediate gain .

®

Ability Score Modifiers: None*Allowable Classes: Cleric, Fighter,Mage, Paladin, Ranger, Thief®

Level Restrictions: Maximum for game.

24

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ClassesEach class has its own unique strengths,and each offers valuable talents andskills to a party. Fighter-types (fighters,rangers, and paladins) are needed tobattle past the creatures that stand inthe way of victory and glory. Thieves arevery handy when the party runs acrosstraps and locked doors. Mages offerpowerful spells, and clerics can bothfight opponents and heal wounded partymembers .

Each class has one or more prime requi-sites, or ability scores that are importantto the class . A character with prime req-uisite scores of 16 or greater advancessomewhat faster in levels .

Clerics are warrior priests, men andwomen who carry their faith in theirweapon-arms as well as their hearts .Cleric training includes the use of divinemagic and a limited selection ofweapons. They can use any type ofarmor, but their selection of arms is lim-ited to blunt, impact-type weapons suchas maces and flails .

Clerical magic differs from mage spellsin that clerical magic is of divine origin .Clerics do not carry tomes of spells andrituals. They receive power directly fromthe gods and cast spells through theirholy symbols. While mages study andpour over their spells to imprint the ritu-als in their minds, clerics enter a medi-tative trance where they are receptive tothe divine magic . Clerics also have pow-ers against undead monsters such asskeletons. The ability to turn undead islisted on the cleric's list of 1st-level

25

spells and is used like a spell . However,because it is an ability it does not goaway when used . As clerics advance inlevels they gain more spells and greaterpower against undead . Clerics with wis-dom of 13 or higher gain extra spells(See the "Cleric Wisdom Spell Bonus"table on page 52) .

®

Prime Requisite : Wisdom®

Races Allowed: Human, Dwarf, Elf,Gnome, Half-Elf, Halfling®

Weapons Allowed: Mace, Flail,Staff, Sling

Fighters are warriors, experts in usingweapons and in battle tactics . Fightertraining includes use and maintenanceof all manner of weapons and armor.Fighters can use any type of armor orweapon without restriction . Whether forglory or profit, fighters can be found inthe thickest parts of battles, where onlyskill and bravery triumph .

Fighters cannot cast any type of magicalspells; they rely on their strong sword-arm. They can use any type of magicalweapon or armor. They can also usemagical items such as rings andgauntlets. Fighters gain speed as well asskill when they go up in levels . Highlevel fighters (including paladins andrangers), are able to attack more oftenwith melee weapons such as swordsthan other types of characters .

®

Prime Requisite : Strength®

Races Allowed : All®

Weapons Allowed: All

L

Mages are individuals trained in thearcane and mysterious secrets of magicand spellcasting gestures . Mages tend tobe poor fighters, preferring to rely ontheir intellect and magical abilities .While warriors and clerics may charge tothe fore of a battle, mages tend to hangback and pummel foes with mysticattacks .

Mages cannot wear any type of armorbecause armor is restrictive and it inter-feres with spellcasting . Also, because oftheir lack of martial inclination, magesare severely limited in the weapons theycan use. Mages become very powerfulas they increase in level .

®

Prime Requisite : Intelligence®

Races Allowed : Human, Elf, Half-Elf®

Weapons Allowed : Dagger, Staff, Dart

Paladins are elite warriors who battle inthe name of truth and justice .Lawfulness and good deeds are theirmeat and drink, and they lead lives ofsuch chaste piety that even clerics standrespectful. Paladins will not join a partythat includes evil characters . Like otherhigh level fighters, paladins are able toattack more often with melee weapons,such as swords, than other types ofcharacters.

In addition to skill in all types of armsand armor, paladins have several divinemagical abilities. Paladins have extraresistance to magical attacks and poi-son, and they are immune to all disease .Paladins can heal once per day withtheir lay on hands ability (two hit pointsper level of advancement) . The lay onhands ability is similar to the cure lightwounds clerical spell . Paladins are

always surrounded by an aura of protec-tion . Because of this aura, all evil attack-ers suffer a penalty to their attacks .

At 3rd level, paladins can turn undeadas a cleric two levels below their own . At9th level, paladins gain the ability tocast certain cleric spells, although theycan never use cleric scrolls . Paladinspray for their spells and cast them exact-ly as clerics .

Paladins can use the following clericspells: Bless, Cure Light Wounds,Detect Magic, Protection From Evil,Slow Poison .

®

Prime Requisites: Strength, Charisma®

Races Allowed : Only Human®

Weapons Allowed : All

Rangers are trained hunters, trackers,and woodsmen. They are taught to liveas much by their wits and skills as bytheir swords and bows. Like fighters,rangers can use any type of weapon orarmor, although heavy armor interfereswith their special abilities .

When wearing studded leather or lighterarmor, rangers can fight with weapons inboth hands without any penalties. Likeother high level fighter-types, rangersare able to attack more often withmelee weapons, such as swords, thanother types of characters .

®

Prime Requisites : Strength,Dexterity, Wisdom®

Races Allowed: Human, Elf, Half-Elf®

Weapons Allowed : All

26

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Thieves are hard to classify as a group .Some are malcontents, who prey on theunsuspecting . Others are basically good,but are a little wanting in strength ofcharacter. Adventurers long ago learnedthat a skilled thief in the party increasesoverall party survival-especially whendealing with trapped locks . As thievesgain levels they become more proficientat picking locks, and avoiding anyattached traps .

Because they need to move freely andquietly, thieves' abilities are restrictedwhen they wear anything except leather-type armor. Thieves have a greaterchoice of weapons than clerics or mages .

®

Prime Requisites : Dexterity®

Races Allowed : All®

Weapons Allowed: Any

AlignmentsAlignment describes a character's out-look and how he deals with life . Thepossibilities encompass a range of viewsfrom believing strongly in society andaltruism (Lawful Good) to completelyselfish and without any regard for others(Chaotic Evil). Alignment is presented intwo parts: the character's world viewand personal ethics .

World View:® Lawful indicates that the characterworks within the framework and rules ofa society.

:® Neutral indicates that the charactermoves between valuing society andvaluing the individual .

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4- Chaotic indicates that the charactervalues the individual above societyand others .

Ethicsd® Good indicates the character tries toact in a moral and upstanding manner.

:® Neutral indicates the character leanstowards "situational ethics," evaluatingeach set of circumstances .

:® Evil indicates the character acts eitherwith no regard for others, or in an overt-ly malignant manner.

Ability ScoresThe base for each ability score is a num-ber between 3 and 18 . Racial modifiersare automatically factored into the basenumber by the computer when anyvalue is shown . The maximum value forscores is 19, unless modified by magicalmeans. Fighters' strength may have apercentile value added to indicateexceptional ability . Higher values alwaysoffer greater advantages .

Strength measures physical power,muscle, and stamina . Fighter-type char-acters (fighters, rangers, and paladins)can have exceptional strengths greaterthan 18 . Exceptional strength is indicat-ed by a percent value (01, 02, 03 . . . 98,99, 00) following the base strength (forexample 18/23). High strength allowscharacters to fight better . With handweapons such as swords or maces theyhit more often and receive damagebonuses. Halflings, even halfling-fight-ers, cannot have exceptional strengths .

Dexterity measures agility, hand-eyecoordination, and reflex speed .Characters with high dexterities have

bonuses to armor class, which indicateshow difficult they are to hit . Good dex-terity also gives bonuses when usingmissile weapons such as bows or slings .Dexterity of 16 or higher counters someof the minuses fighters suffer whenusing weapons in both hands .

Constitution measures fitness, health,and physical toughness. High constitu-tion increases the number of hit pointsa character receives. Hit points measurehow difficult a character is to incapaci-tate or kill .

Intelligence measures memory, reason-ing, and learning ability . Intelligence isthe prime requisite for mages ; their skilland very survival hinges on learning andusing their knowledge of magic .

Wisdom measures a composite of judg-ment, enlightenment, will power, andintuition . Characters with wisdom of 7or less are more susceptible to magicalspells, while those with wisdom of 15 orgreater have some resistance . Clericswith wisdom of 13 or greater receiveextra spells (see the Cleric Wisdom SpellBonus table on page 52 .)

Charisma measures personal mag-netism, persuasiveness, and ability toassume command .

Other CharacteristicsIn addition to race, class, and abilityscores, characters have several othercharacteristics that may change duringthe game: armor class, hit points, expe-rience points, level, and alignment.

Armor Class (AC) measures how diffi-cult someone is to hit and damage ; thelower the armor class value, the harder

they are to hit . Low armor class valuescan indicate different things . A charactermight be difficult to hit because he is out-fitted with magical armor, while a mon-ster might have the same armor classbecause it is small and fast . Armor classchanges only when characters find anduse new armor or shields . High dexterityimproves a character's armor class .

Hit points (HP) measure how difficult acharacter or opponent is to incapacitateor kill ; higher values are better. Everytime an attack gets past armor anddefenses, it does damage that is sub-tracted from the target's hit points . If hitpoints reach zero, the character isunconscious . If hit points reach -10 orless, the character is dead .

Experience Points (EXP) measure howmuch a character has accomplished .You earn experience points for killingmonsters, finding treasure, and complet-ing parts of the adventure . Having primerequisite scores of 16 or greater increas-es experience earned by 10% .Characters increase in level when theyearn enough experience points . All char-acters start with some experiencepoints. If a character is multi-class,these initial points are distributed evenlythroughout all of his or her classes .

Level measures how much a characterhas advanced in his or her class .Whenever a character has earnedenough experience points to advance inlevel, he gains hit points, combat ability,and resistance to the effects of poisons

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and magical attacks . Mages, clerics, andhigh-level paladins gain the ability tomemorize a greater number of spellsand cast new spell levels . Leveladvancement happens automaticallywhenever a character has enough expe-rience points. Level advancement tablesfor all of the classes begin on page 52 .

Creating Strong CharactersThere are many strategies for puttingtogether an effective party of characters .Certain combinations of characterclasses and race are more effectivethan others.

Single-Class vs. Multi-ClassNon-human characters have the abilityto be multi-classed characters, but thatdoes not mean they must be multi-classcharacters . Single-class characters havea number of advantages over multi-classed characters with the sameamount of experience points .

Single-class fighters have several advan-tages. With the same amount of experi-ence points, they will average manymore hit points and have a betterchance to hit than multi-class fightercombinations .

Single-class clerics and mages will gainhigher level spells much sooner thanmulti-class cleric or mage combinations .With the same total amount of experi-ence points, they will have more spellsthan multi-class spell casters .

With careful play, rear rank characterswill seldom get into melee combat . Thismakes a single-class mage a viable

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character despite limited abilities inmelee. Also, the real time nature of thegame means that a character can onlydo one thing at a time ; a character'sability to do many different things isoften not as important as the ability todo one thing very well .

The advantages of multi-class charactersare obvious, they combine the abilitiesof several different classes of characterin one. Thus, a fighter/mage can bothmelee effectively and cast spells, thoughhe can do neither as well as a single-class fighter or mage with the sameamount of experience points. Multi-classed characters are often useful toadd an additional capability to a party,such as thieving skills or additional cleri-cal healing spells . Remember, multi-class characters go up levels extremelyslowly because their experience pointsare distributed evenly between theirclasses .

Racial AdvantagesBecause of the monsters and situationsin the game, certain race/class combina-tions are very effective . The followingare some specific types of charactersand their advantages .

Dwarven Fighter: A dwarven fighter witha high constitution has a high resistanceto poison, which makes it much easier tofight giant spiders . A dwarf fighter canhave a Constitution of 19, which canfurther increase hit points . A dwarf alsoallows the party to read dwarven writing .

Human Paladin : Only humans can bepaladins. Paladins can fight as well asany fighter, plus they have the ability to

heal by laying on hands. They also gainthe ability to cast some low levelclerical healing spells when they reachninth level .

Elven Mage: A single-class mage gainslevels swiftly. An elven mage with a highdexterity has a high armor class, whichmakes it easier to survive stray thrownweapons. As a mage, an elf's maximumconstitution of 17 does not limit hitpoints and a maximum dexterity of 19can improve armor class . Becausemages cannot wear armor to improvetheir armor class, high dexterity isessential. An elf also allows the party toread elven writing .

Human or half-Elven Cleric : A single-class cleric swiftly gains levels . Humansand Half Elves can have a maximum wis-dom of 18 (thus gaining the maximumbonus spells) and they can attain themaximum level allowed in this game .

Half-Elven Fighter/Mage/Cleric: This isthe character with the most diverse tal-ents. This character can use almostevery item (excluding lock picks), has alimited ability to fight, can cast offensivespells, and can heal . Unfortunately, ahalf-elven fighter/mage/cleric will go uplevels extremely slowly, and will havevery few hit points for most of the game .

Elven Fighter/Mage/Thief The thievishcounterpart to the half elven jack of alltrades listed before. This character canuse literally every item in the game andcan pick locks as well . Unfortunately, anelven fighter/mage/thief will also go uplevels extremely slowly, and will havevery few hit points for most of the game .

Creating a Strong PartyA party should include a good mix ofclasses and races to handle all of thechallenges they encounter. You willneed to decide upon your overall partystrategy before making characters .

In general, a party should have at leasttwo characters who can fight well, acharacter who can cast mage spells, andat least one character who can castclerical healing spells .

FightersThe party has many choices for the twofront rank characters who can fight well .Most races make reasonable fighters,fighter, paladin, and ranger class charac-ters fight better than other classes . Evensingle-class cleric and dual-classfighter/cleric characters can be effectivefront rank characters in the beginninglevels of the game . Also, some of theNPCs that you meet in the game can fightwell and may be useful in the front rank .

SpellcastersThe choice of the various spellcasters isalso important to the strategy of the party .One character who can cast mage spellsis normally sufficient for most parties .Mages must find their higher level spellson scrolls; the supply of scrolls is limited,so it is not efficient to divide those spellsamong several mages in a party .

It is often useful to have two characterswho can cast clerical healing spells . It isimportant not to get caught after a battlewithout a conscious cleric . A consciouscleric with a few cure light wounds

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spells can heal as many hit points inhours, as a party without a consciouscleric could heal in many days of rest .

Party MakeupOne strategy is to create a party of spe-cialists who go up in levels with thefewest number of experience points .This party works so long as the warriorsin the front rank never let the spellcast-ers in the rear rank get into melee .

Specialist Party : Dwarven Fighter,Human Paladin, Elven Mage, and HalfElven Cleric

Another strategy is to create a party ofgeneralists who are multi-classed charac-ters. This party should always have somecharacter with the appropriate skill for a

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situation . But, such a diverse partyneeds a much larger number of experi-ence points to get to higher levels .

Generalist Party: Dwarven Fighter/Thief,Half Elven Fighter/Cleric, ElvenFighter/Mage, Half Elven Cleric/Mage

A further strategy is to have a mixedparty with specialist warriors in the frontrank and generalist spellcasters in therear rank. This strategy makes sure thatthe fighters gain levels (and hit points)as quickly as possible, but that the spell-casters will have a wide variety of spellsavailable .

Mixed Party: Dwarven Fighter, HumanPaladin, Half Elven Cleric/Mage, HumanCleric

Mage Spells

-n SPELLS ii

i First Level Mage Spells -

Range : Duration :

0 = party members

Instantaneous = flash or instant effectClose = adjacent square

Short = single combat roundMedium = up to 2 squares away

Medium = effect lasts for some timeLong = as far as visible range

Long = effect lasts quite a while

Permanent = effect lasts for entire gameVariable or Special = see spell description

+ Armor

Range: 0 Duration : Special Area of Effect: One characterWith this spell the mage can surround a character with a magical field that protectsas scale mail (AC 6) . The spell has no effect on characters who already have AC 6 orbetter and it does not have a cumulative effect with the shield spell. The spell lastsuntil dispelled, or until the character suffers damage that is equal to or greater than 8hit points +1 hit point for every level of the caster.

:® Burning Hands

Range: Close Duration : Instantaneous Area of Effect: Front rank

When a mage casts this spell, a jet of searing flame shoots from the character's finger-tips. The damage inflicted by the flame increases as the mage increases in level andgains power. The spell does one to three points of damage plus two points per level ofthe caster. For example, a 10th level mage would do 21-23 points of damage .

:® Detect MagicRange: 0 Duration : Short Area of Effect : Carried itemsThis spell allows a mage to determine if any of the items carried by members ofthe party are magically enchanted . All magic items in the party glow for ashort period of time .

Spells continue. . .

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:® Magic MissileRange: Long Duration : Instantaneous Area of Effect : One targetThe mage creates a bolt of magic force that unerringly strikes one target . If there aretwo monsters, the missile automatically hits the one on the same side as the caster .Magic missile spells do greater damage as a mage increases in level . Initially, magicmissiles do two to five points of damage, and for every two extra levels the spelldoes two to five more points. So, a first or second-level mage does two to five pointsof damage, but a third or fourth-level mage does four to ten, and so on .

:® ShieldRange: 0 Duration: Short to medium Area of Effect: SpellcasterThis spell produces an invisible barrier in front of the mage that totally blocks magicmissile attacks. It also offers AC 2 against hurled weapons (darts, spears) and AC 3against propelled missiles (arrows, sling-stones) . The spell does not have a cumulativeeffect with the armor spell. The spell duration increases with the level of the caster.

:® Shocking GraspRange: Close Duration: Variable or until mane touches a monster Area of Effect: CasterThis spell magically charges the caster's hand with a powerful electrical field . Thefield, remains in place until the spell dissipates naturally or the character touches anadjacent monster. When the spell is cast an electrified hand is displayed. A mage inthe front rank may attack with this hand like any other melee weapon . The spell doesone to eight points of damage plus one point per level of the caster . For example, a10th-level mage does 1 1-18 points of damage . The amount of time it takes the spellto dissipate ranges from medium to long with the level of the caster .

- Second Level Mage Spells IC-

4t BlurRange: 0 Duration : Short Area of Effect: The casterThe position of a wizard with an active blur spell shifts and wavers . This distortion makesthe wizard harder to hit with an attack . A true seeing spell will counter a blur spell .

:® Detect InvisibilityRange: Close Duration : Medium Area of Effect : One square in front of the party

With this spell, the party can see invisible monsters, items, or magical effects .It does not reveal illusions .

:® InvisibilityRange : 0 Duration : Special Area of Effect: One targetThis spell causes the target to vanish from sight . The invisible character remainsunseen until he attacks a monster . Certain powerful monsters can sense invisiblecharacters, or even see them outright .

:® Improved Identify

Range: 0

Duration : Instantaneous Area of Effect : One Item in the caster's hand

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. Notethat some items, such as special magical tomes, cannot be identified with this spell .

d® Melf's Acid Arrow

Range: Long Duration : Special Area of Effect : One targetThis spell creates a magical arrow that launches itself at a target as though it werefired by a fighter of the same level as the mage . The arrow is not affected bydistance. The arrow does two to eight points of damage per attack. For every threelevels the mage has earned, the arrow gains an additional attack . For example,at third to fifth-level the arrow attacks twice, and at sixth to eighth-level thearrow attacks three times .

- Third Level Mage Spells

:® Dispel MagicRange: 0 Duration : Instantaneous Area of Effect : Whole party

This spell negates the effects of any spell affecting the party . Dispel does not countercure spells, but it will dispel hold person, bless, and similar spells .

b FireballRange: Long Duration: Instantaneous Area of Effect : Target square

A fireball is an explosive blast of flame that damages everything in the target square .The explosion does one to six points of damage for every level of the caster to a maxi-mum of 10th-level . For example, a 10th-level mage does 10-60 points of damage .

Spells continue. . .

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:® HasteRange : 0 Duration: Medium Area of Effect: One recipient per caster levelThis 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 .) Thespell's duration increases with the level of the caster .

®

Hold PersonRange: Long Duration: Medium Area of Effect : Up to four targetsThis spell can affect humans, demi-humans, or humanoid creatures . Creatures thatare affected become rigid and unable to move or speak . Spell durationincreases with the level of the caster.

®

Invisibility 10' RadiusRange : 0 Duration : Special Area of Effect: Entire partyThis spell causes the entire party to vanish from sight . Each invisible characterremains unseen until he attacks a monster. Certain powerful monsters can senseinvisible characters or even see them outright .

®

Lightning BoltRange: Long Duration : Instantaneous Area of Effect : Two squaresThis spell allows the mage to cast a powerful bolt of electrical energy . The spell fliesto its first target and then continues into the next square. The bolt does one to sixpoints of damage for every level of the caster to a maximum of 10th level . For exam-ple, a 10th-level mage does 10-60 points of damage .

:® Vampiric TouchRange: Close Duration: One attack Area of Effect : CasterWhen this spell is cast, a glowing hand appears . A mage in the front rank may attackwith this hand like any other melee weapon . When the caster touches an opponentwith a successful attack, the spell does 1-6 points of damage for every two levels ofthe 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 takesis subtracted from these points first . This spell does not affect undeadmonsters such as skeletons .

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-E> Fourth Level Mage Spells

:® FearRange: Close Duration: Medium Area of Effect : One squareWhen this spell is cast the mage projects a cone of terror . Any creature affected bythe spell will turn tail and run from the party . The amount of time the affected crea-tures remain terrified is based on the level of the casting mage . The spell's durationincreases with the level of the caster .

4, Ice StormRange: Medium to long Duration: Instantaneous Area of Effect: A cross-shaped area (3x3 squares)This spell produces a pounding torrent of huge hailstones. The spell pummels thetargets with 3-30 points of damage . The range of this spell is based on thecaster's level .

*e Improved InvisibilityRange : 0 Duration : Short Area of Effect : One characterThis spell causes the target to vanish from sight . The invisible character remains unseen,even if he attacks with a weapon or spell . The invisibility makes the character harder tohit with an attack. A true seeingspell will counter an improved invisibility spell. Certainpowerful monsters can sense invisible characters, or even see them outright .

3 Remove Curse

Range : 0 Duration: Permanent Area of Effect : One characterThis spell allows a character with a cursed item to drop the item . However, the itemitself will still be cursed with its negative properties .

-~ Fifth Level Mage Spells

A Cone of ColdRange: Close Duration : Instantaneous Area of Effect : Three squaresThis spell causes the mage to project a chilling cone of sub-zero cold. The numbingcone causes two to five points point of damage per level of the caster . For example,a 10th-level mage would do 20-50 points of damage .

Spells continue . . .

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®.® Hold MonsterRange: Long Duration: Medium Area of Effect : One square

This spell is similar to the hold person spell except that it affects a wider range ofcreatures. However, the spell does not affect undead creatures . The spell's durationincreases with the level of the caster.

:® Wall of ForceRange: Close Duration: Short Area of Effect : One square

A wall of force creates a barrier which stops monsters and spells from passing .A wall cast by a character is dispelled if it is hit with a disintegrate spell, or if theparty enters the square with the wall of force.

~ Sixth Level Mage Spells 4:-~:

d® DisintegrateRange: Close Duration: Instantaneous Area of Effect : One target

This spell causes any one creature it hits to vanish . Disintegration is instantaneousand its effects are permanent .

.® Flesh to StoneRange: Medium Duration : Permanent (or until reversed) Area of Effect : One target

This spell causes any one target to turn to stone . The spell's effects can be reversedwith the stone to flesh spell .

.® Stone to FleshRange : 0 Duration: Permanent (or until reversed) Area of Effect: One character

This spell restores the life to a character who has been turned to stone . The charac-ter may have been changed by a flesh to stone spell or by the effect of a monstersuch as a medusa or a basilisk .

:® True SeeingRange: 0 Duration : Short Area of Effect : Special

With this spell, the party can see things as they really are . Illusionary walls will notfool the party, invisible monsters, items, or magical effects will appear .

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Cleric Spells

IL

- First Level Cleric Spells 4c---

4- BlessRange: 0 Duration: Medium Area of Effect : Entire party

Upon uttering this spell the morale of the entire party is raised. All characters gain

a bonus to their attacks . Bless spells are not cumulative . High-level paladins

can cast bless spells .

®

Cause Light WoundsRange : Close Duration: Permanent Area of Effect: One target

By casting this spell, the cleric can cause one to eight hit points of damage . The cler-

ic must be in the front rank to hit a target .

®

Cure Light WoundsRange: 0 Duration: Permanent Area of Effect: One character

By casting this spell on a wounded character, the cleric can heal one to eight hitpoints of damage . High-level paladins can cast cure light wounds spells .

®

Detect MagicRange : 0 Duration: Instantaneous Area of Effect : Carried items

This spell allows the caster to determine if any of the items carried by members ofthe party are magically enchanted . All magic items in the party are indicated for ashort period of time. High-level paladins can cast detect magic spells .

4® Protection from EvilRange: 0 Duration: Medium Area of Effect : One character

This spell envelops the recipient in a magical shell . The shell inhibits the attacks ofany evil creatures . The spell's duration increases with the level of the caster. High-

level paladins can cast protection from evil spells .

Spells continue. . .

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Second Level Cleric Spells <--

4- AidRange: 0 Duration : Short to medium Area of Effect : One character

This spell acts like a bless spell and it confers one to eight extra hit points to therecipient. The temporary hit points are subtracted before the character's own if he isinjured in combat. The spell's duration increases with the level of the caster.

:® Flame BladeRange: Short Duration: Medium Area of Effect : One target

This spell causes a flame-like blade to leap from the caster's hand . The blade attackslike a normal sword and normally does 7-10 points of damage . When the spell is casta burning sword picture appears in the caster's hand - attack with this as youwould any other melee weapon . The spell does slightly less damage against targetsprotected from fire . Spell duration increases with the level of the caster.

:® Hold PersonRange: Long Duration : Medium Area of Effect: Up to four characters

This spell can affect human, demi-human, or humanoid creatures . Creatures thatare affected become rigid and unable to move or speak . Spell duration increaseswith the level of the caster.

d® Slow PoisonRange: 0 Duration : Long Area of Effect : One character

This spell slows the effects of any type of poison for a limited amount of time . Whenthe spell dissipates the victims suffer the poison's full effect unless a neutralizepoison spell is cast . The spell's duration increases with the level of the caster .High-level paladins can cast slow poison spells .

Third Level Cleric Spells'

®

Create Food & WaterRange: 0 Duration : Permanent Area of Effect : Special

This spell allows the cleric to conjure nourishment for the entire party . When charac-ters' food bars are blank, and they do not eat, they suffer 1 hit point of damageevery 24 hours. Starving mages and clerics are unable to regain spells .

®

Dispel MagicRange: 0 Duration : Instantaneous Area of Effect : Whole party

This spell negates the effects of any spell affecting the party . Dispel magic does notcounter cure spells, but it will dispel hold person, bless, and similar spells.

®

Magical VestmentRange: 0 Duration: Medium Area of Effect : Caster

This spell enchants the cleric's own robes, providing protection at least equivalent tochain mail (AC 5) . The vestment gains a +1 enchantment for every three levels thecleric earns above 5th level . For example, an 11th-level cleric would have AC 3 pro-tection . This spell is not cumulative with itself or any other spells or armor . Thespell's duration increases with the level of the caster.

®

PrayerRange: 0 Duration: Short to medium Area of Effect : Entire party

This spell is a more powerful version of the first-level bless . This spell increases theparty's combat ability and decreases the enemy's . The spell has no cumulativeeffect . The spell's duration increases with the level of the caster.

®

Remove ParalysisRange: 0 Duration : Permanent Area of Effect: One to four characters

This spell negates the effects of any type of paralyzation or related magic .The spell counters hold or slow spells .

Spells continue . . .

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Fourth Level Cleric Spells

® Cause Serious WoundsRange: Close Duration : Permanent Area of Effect : One targetThis spell is identical to the first-level cause light wounds spell, except that it inflicts3-17 hit points of damage . The cleric must be in the front rank to hit a target .

:® Cure Serious WoundsRange: 0 Duration: Permanent Area of Effect : One characterThis spell is identical to the first-level cure light wounds spell, except that itheals 3-17 hit points of damage .

®

Neutralize PoisonRange: 0 Duration: Permanent Area of Effect : One characterThis spell detoxifies any sort of poison or venom . The spell cannot return charactersto life if they have already died from poison .

®

Protection from Evil 10' RadiusRange: 0 Duration : Medium to Long Area of Effect: Entire partyThis spell is identical to the first-level spell, except that it affects the entire party. Thespell's duration increases with the level of the caster.

- Fifth Level Cleric Spells'

:® Cause Critical WoundsRange: Close Duration: Permanent Area of Effect : One targetThis spell is identical to the first-level cause light wounds, except that it inflicts 6-27hit points of damage . The cleric must be in the front rank to hit a target .

:® Cure Critical WoundsRange : 0 Duration: Permanent Area of Effect: One characterThis spell is identical to the first-level cure light wounds spell, except that itheals 6-27 hit points of damage .

:® Flame StrikeRange : Long Duration: Instantaneous Area of Effect: One squareBy 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 DeadRange : 0 Duration : Permanent Area of Effect : One characterThis 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 LivingRange: Short Duration: Permanent Area of Effect: One target

The target of a slay living spell either takes damage or dies instantly . Higher levelopponents have a better chance of only taking damage .

:® True SeeingRange : 0 Duration: Short Area of Effect : Special

With this spell, the party can see things as they really are . Illusionary walls will notfool the party, invisible monsters, items, or magical effects will be shown .

- Sixth Level Cleric Spellsc:® HarmRange: Close Duration: Permanent Area of Effect: One targetThis spell will bring a target to death's door, reducing it to very few hit points, nomatter how many hit points the target had before the spell . The cleric must be in thefront rank to hit a target .

:® HealRange: 0 Duration: Permanent Area of Effect : One CharacterThis spell will completely heal a character of all damage, poison,blindness, and paralysis .

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Strategies for Using SpellsSpells are an important part of a party'scapabilities . The spells that the party'sspellcasters memorize will have animportant effect on the party's tactics .

In the following section, the spells havebeen divided into types: offensive,defensive, healing, and other. There arespecific hints on when each type of spellis most effective .

Spells that are available only to clericsare marked with an asterisk (') .

Offensive SpellsBurning Hands, 'Cause Light Wounds,Shocking Grasp, *Flame Blade,Vampiric Touch, 'Cause SeriousWounds, *Cause Critical Wounds and*Harm : These are hand to hand magicalattacks. For all but burning hands, thespellcaster must be in the front rank toattack with them . Because of the time ittakes to cast these spells and the vulner-ability of many spellcasters, they are nor-mally the offensive spells of last resort .

Magic Missile and Melf's Acid Arrow:These are ranged magical attacks thataffect only one monster at a time . Theyallow the spellcaster to attack from thesafety of the rear ranks . They are thefavorite offensive spells of lower levelmages .

Disintegrate and Flesh to Stone: Theseare ranged magical attacks that caneliminate one target with a single attack .They are the favorite offensive spells ofhigher-level mages attacking targets withmany hit points .

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Hold Person, Fireball, Lightning Bolt,Fear, Ice Storm, Cone of Cold, *FlameStrike and Hold Monster: These areranged magical attacks that can affectseveral monsters in an area. Because ofthe damage they can do, they are oftenthe preferred offensive spells of higherlevel spellcasters .

These area-effect spells are especiallyeffective when fighting many monsters .Look closely at the area of effect of thevarious spells . The spells that affectseveral squares are more effectiveagainst monsters that cannot attack ingroups. The spells that affect a singlesquare are most effective againstmonsters that attack in groups .

Be especially careful when you use theice storm and hold person spells . If thetarget of an ice storm spell is withinmelee range of the party, the party willalso take damage from the spell . Thehold person spell only affects men andother humanoid creatures .

Defensive SpellsArmor, Blur, *Protection from Evil,Shield, * Magical Vestment, and*Protection from Evil 10' Radius: Thesespells mainly provide protection againstphysical attacks . Cast these spells onyour front rank characters beforedangerous battles that involvephysical attacks .

*Bless and *Prayer: These spellsmainly provide protection againstmagical attacks . Cast these spells onyour front rank characters beforedangerous battles that involvemagical attacks .

H cnance encourner . .

Healing Spells*Cure Light Wounds, `Aid, *CureSerious Wounds, `Cure CriticalWounds, and 'Heal: These spellsreplace a character's lost hit points .The aid spell can increase a character'shit points over his normal maximumvalue, but it only increases hit pointstemporarily . Cleric class charactersshould always have a few cure lightwounds spells memorized to quicklyheal the party while resting .

*Slow Poison, *Remove Paralysis,*Neutralize Poison, Remove Curse,and Stone to Flesh: These spells slowor remove the effects of poison,paralysis, flesh to stone, or curses . Keep

a number of these spells memorizedwhenever the party is anywhere near amonster who can poison, paralyze, orpetrify .

*Raise Dead : This spell will bring anon-elven character back from the dead .Keep one of these spells memorized onceyour cleric gets to a high enough level .

Other SpellsDetect Magic : This spell is very useful inevaluating the items the party picks upduring the game . The spell causes allmagical items carried by the party to glow .

Invisibility and Invisibility 10' Radius:Invisibility is a useful defense for a char-acter in the rear ranks . Invisibility 10'Radius is useful to hide the entire partyfrom mystic sensors and prying eyes .

Even when the party is invisible, mostmonsters will sense the party's generallocation, though the monsters receivebig penalties on attacks against invisible

targets .

*Create Food & Water: This spell is veryuseful in the later levels of the gamewhere food is scarce . Be sure to memo-rize this spell before the party beginsstarving - not after!

Haste : This spell is especially usefulwhen fighting monsters who are veryfast. The haste spell allows a party tomake melee attacks much faster. Castthis spell on your party just before dan-gerous battles .

True Seeing: This spell is useful whenyou are stuck in an area with many illu-sions, invisible monsters, etc .

Disintegrate: This spell is occasionallyuseful to remove certain walls and otherspecial blocks in your path .

44

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Combat MechanicsUnderstanding combat mechanicsallows the party to use the most effec-tive weapons and tactics in different sit-uations. Each character's ability in com-bat is defined by his armor class,THACO, and damage .

THACO represents a character's abilityto hit enemies. THACO stands for To HitArmor Class 0 . A character must 'roll' anumber equal to or greater than this todamage a target with an armor class of0 . The lower the attacker's THACO, thebetter his chance to hit the target . Acharacter's THACO is based on his classand level .

45

NOTE: the generation of a randomnumber is often referred to as a"roll ." In determining if an attack hit,the number generated is from 1through 20. The base roll is modifiedby the character's ability scores andany magic weapons .

Equipping the PartyEquip characters in the front rank withthe most powerful melee weapons youcan find. See the Weapons Chart on

-n ADVENTURING STRATEGY r,

Attacking OpponentsCharacters generally engage in "meleecombat," which is face-to-face combatwith weapons such as swords andmaces. Characters also have otheroptions, such as casting spells andranged combat, with bows and slings .

In general, a character attacks theenemy in the front rank on his side ofthe screen . When there is only oneenemy left in a battle, it moves to thecenter of its square and characters fromboth sides can attack it .

An attack is successful if the roll isgreater than or equal to the attacker'sTHACO minus the target's AC .

Example : A fighter with a THACO of15 attacking a monster with an AC of3 would need to roll: (THACO 15) -(AC 3) = 12+ . But to hit a monsterwith an AC of -2 he would need toroll: (THACO 15) - (AC -2) = 17+ .

Damage is the hit point loss that anattacker inflicts against an opponent.The amount of damage inflicteddepends on the attacker's strength andweapon type. The damage each weaponcan do is summarized in the WeaponsChart on page 56 .

Some monsters take only partial or nodamage from certain weapon types .Skeletons, for example, take only halfdamage from sharp or edged weapons .

Combat StrategiesTo succeed in combat, deploy yourparty well, cast effective spells beforeand during combat, maneuver yourcharacters into advantageous positions,and attack using the most powerfulcharacters and weapons .

Deploying the PartyKeep the heavily-armored fighters in thefront rank and the vulnerable magicusers and thieves in the rear ranks .

tpage 56 to see how much damage eachtype of weapon can do. As soon as youfind enough weapons, warriors shouldcarry a one-handed weapon in their pri-mary hand and a short sword in theirsecondary hand. Remember that if youuse a two-handed weapon in one hand,you must keep the other hand free .

Equip characters in the rear ranks withthe most powerful ranged weapons youcan find . Again, see the Weapons Charton page 56 to see how much damageeach type of ranged weapon can do .Spelicasters should have their holy sym-bols and spell books in-hand, ready tocast spells .

Characters who use thrown weaponsshould carry weapons both in-hand andin their belt pouch for quick reloading .Front rank characters who use thrownweapons may wish to carry a shield orshort sword at the top of their beltpouch - in the box for belt pouch item#3. (See the diagram that names partsof the equipment screen on page 19 .) Ashield or short sword in that positionwill be readied automatically after thecharacter attacks with the last of his orher thrown weapons .

Be sure to recover your ranged weaponsafter each battle and to collect all of theranged weapons you can find . Rangedweapons get used up quickly in battle .

Wounded CharactersCharacters who are seriously woundedshould be moved out of the front rank ifpossible. It is much easier to heal awounded character than it is to bring adead character back to life .

Moving and FightingIf you are exploring an area, move withthe compass on the screen to facilitatemapping. If you are moving through anexplored area, move with a spell menuon the screen and an attack spell show-ing. Always move with the adventurescreen up ; you can't fight from theequipment or character screens .

With both the adventure screen andspell menu up you are prepared for bat-tle. Prepare for battle before you openany door, climb or descend stairs, orpush a button that could open a door orsecret wall . Monsters often lurk behindclosed doors or secret walls, and mon-sters are always ready for combat!

Remember that you can move and fightat the same time . You can move back-wards to dodge an enemy melee attack .You can move sideways to dodge anenemy ranged attack. You can even tryto run away and close a door behindyou to get away from a particularly nastyfight . Be careful though, some monsterscan open doors to follow you .

HintsHere are some general strategy hints tohelp you along your journey.

Carry Items with YouYou never know when you will needsomething that you found! To carry anitem with you, pick up the item andmove it into a backpack .

Prepare Your PartyMake sure that your party contains atleast: two characters who can fight well,one who can cast mage spells, and one

46

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who can cast clerical spells. When amonster approaches, make sure thatyour fighters in the front rank haveweapons in their primary hand . Onceyou get comfortable fighting with thefront rank characters, you can also havethe rear rank characters throw weaponsand spells at the monsters . Experimentby equipping your characters with vari-ous combinations of weapons, shields,spell books, and holy symbols to maxi-mize their fighting ability .

Keep Track of Buttonsand LeversSome puzzles are activated in one partof the dungeon, yet they affect anotherpart farther away. Record the position ofany button or lever that has no obviousfunction . If you can't seem to getthrough an area, go back and changethese buttons or levers one at a time tosee if they make it any easier to getthrough .

Look For Writing On The WallIf 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 difficultto spot. Some writing may only be readif the party includes a character of aspecific race.

Look For Hidden Buttons OnThe WallsAlways check the walls for secret andhidden buttons and bricks . Moving side-ways down a wall will often make hid-den buttons easier to spot .

47

Keep Your Eye On The CompassWatch the compass as the party moves.There are a number of traps that changethe party's facing. Teleporters oftenreveal themselves when the party's fac-ing changes .

Watch for TeleportersDo you suspect the party is being tele-ported while moving through an area?

Throw an item past the suspected tele-porter, then watch the item . The itemwill 'disappear' if it teleports .

Save The GameSave the game anytime you think thatsomething could happen that wouldhurt the party . Save the game at thebeginning of each level . If a puzzle isdifficult to solve, save the game andthen try different solutions . If the mon-sters are attacking the party thick andfast, save the game and try differentstrategies . If things are getting reallytough, save before opening doors .

Go OnWhen all else fails, go on with the game .The party does not have to open everydoor, fight every monster, and obtainevery item to win the game . Mark downany areas that the party bypasses . If theparty gets stumped in a later area, orneeds an item to go on, come back andtry the puzzle again .

Aerial ServantThis semi-intelligent crea-ture is a form of an airelemental. Aerial ser-vants are most oftenencountered on thisplane of existence when

they have been conjured by a high levelcleric to do a specific task. They are nor-mally invisible, but when seen theyresemble legless humanoids made ofsparkling blue smoke . They are verystrong and can do great damage bygrabbing and strangling their targets .

Ant, Giant(Warrior andWorker)These giant insectsinclude both workerants and warrior

ants. They are covered with a thick outerskeleton that acts as armor. They havesix hairy legs that can propel them overground at great speed. All giant antshave powerful mandibles that can rendtheir targets . Warriors can also attackwith a poisonous stinger in their tail .

-N BESTIARY K-

This section contains descriptions of most of the monsters in and around Temple

Darkmoon. You may encounter a few others . . . .

Basilisk, LesserThis uncommonreptilian monsterhas leathery skinand eight legs.Lesser basilisks'defenses include a

powerful bite and a hideous gaze thatcan turn a target to stone . Though theyhave eight legs, their slow metabolicprocess causes them to movesluggishly . They can be encounteredalone or in small groups .

BeholderAlso known asEye Tyrant orSphere of ManyEyes, this solitaryhorror is mostoften found under-

ground. Beholders have a globular bodyand move with an innate levitation . Atopthe beholder's spherical body are teneye-stalks, and in the center is a singlelarge eye and a gaping maw adornedwith several rows of razor-sharp teeth .Each of the eye-stalks has a unique mag-ical ability-the beholder can cast a dif-ferent spell with each . Fortunately, notall of the eyes can be brought to bearon a given target. Beholders are coveredwith hard, chitinous armor, makingthem relatively tough to hit in combat .

48

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BuletteAptly called a land-shark, the buletteis a huge terrifyingpredator that livesonly to eat. It hasa temperament

akin to the wolver-ine - stupid, mean, and fearless . Thebulette is universally shunned, even byother monsters. These rare, carnivorouscreatures are covered with bonyarmored plates which make them verytough to damage . Despite their size andarmor they are both swift and deadly .Bulettes have very powerful claws and amaw full of rows of razor sharp teeth .

Gas SporeGas spores aremulticellularspherical fungithat are oftenfound floating

through enclosedcorridors. Gas spores' frontal colorationresembles a large central eye . They alsohave rhizome growths on top of theirhollow bodies that strongly resembleeye stalks. The resulting sphere closelyresembles a beholder, but has none ofthe beholder's awesome powers .

49

GelatinousCubeThese almosttransparent

cubes traveldown dungeoncorridors,

absorbing car-rion and trash

along the way. The sides of a gelatinouscube glisten, and the creature leaves aslimy trail when it moves. Very largecubes grow tall to garner mosses andthe like from ceilings .

Giant, FrostLike all evil giants,frost giants have areputation forcrudeness andstupidity. Thisreputation isdeserved, but frostgiants are crafty

fighters. They are very strong and tough .They are protected by oversized armorand can do tremendous damage withgiant melee weapons and large hurledrocks. Frost giants may be found aloneor in small tribal groups.

Hell HoundThe hell hound is a verylarge, rust-red or brownbeast with burning redeyes. The baying of a

hell hound has been described as"eerie," "hollow," and "disturbing ." Thebeast attacks with flaming breath andpiercing teeth .

Mantis WarriorAlso called Thri-tSreen, this is a car-nivorous insectman. A mantis war-rior resembles aman-sized prayingmantis. Mantiswarriors are often

armed with a unique, sharp-edged pole

arm. The ferocious reputation of thedeadly weapon and the warriors who

wield it has spread far.

MargoyleThis monster is aferocious predatorof a magical

nature. Margoylesare typically foundamid ruins ordwelling in under-

ground caverns. They seem to have theirown guttural language. These monsterswill attack anything they find and theylove to torture their helpless prey . Theyattack with their claws, bite, and horn .

Mind FlayerAlso called 111ithid, this is oneof the most feared of theinhuman dwellers. Mind flay-ers feed on the very minds ofsentient beings. Mind flayersare a slime mauve color,stand about six feet tall, and

adorn themselves with flowing robes dec-orated with images of suffering, death,and despair. Their faces resemble octopiwith two large, white, pupilless eyes .

I&

SalamanderThis large, flamingcreature is a nativeof the elementalplane of fire .Salamandersthrive in very hotplaces. They arecruel, evil crea-

tures that are highly intelligent . Theyrespect only power, and to them power iseither the ability to resist their fire, or thecapacity to inflict great damage . Anyoneelse is dealt a painful, fiery death .

Skeleton WarriorThis is a magically ani-mated body, createdand controlled by apowerful evil wizard orpriest. Skeleton war-riors have been creat-ed from the bodies ofpowerful warriors .

Because they have no intelligence or will,skeleton warriors are utterly fearless .They never retreat from a fight, exceptwhen turned by a cleric or paladin .

50

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Snake, FlyingAlso known as"flying fangs,"these uncommonreptiles are sodangerous that allintelligent raceshunt them merci-

lessly. They fly with acrobatic agility, anduse their tails and body coils to hampervictims while they hover in midair. Flyingfangs always try to strike at the faces oftheir foes. The snakes will attack anyliving creature they feel they can slayand eat .

Spider, GiantThis predatorhaunts manyregions and helpsto keep down thelevel of pests,like adventurers .

Giant spiders weave webs for unwary vic-tims, and attack with poisonous bites .

Wasp, GiantThis rare giant insectis feared because ofits unthinking ferocity.They can attack withpowerful jaws and

their tail-mounted stinger. The buzzingwings of giant wasps gives some warn-ing of their presence, but their swiftnessmakes it necessary to react instantly totheir presence .

51

Will '0 WispsThese malevolent enti-ties subsist by luringunsuspecting creaturesto their deaths amidthe hazards of their

environment . They feed on the energiesreleased in their targets' death struggle .They prefer their victims to meet linger-ing deaths to increase the energy givenoff before death . Will 'o wisps attack inmelee by discharging their stored ener-gy into their foes in a swooping attack .

Wolf, DireDire wolves are largeancient ancestors ofmodern wolves . They areactive and cunning carni-vores. They can act inde-pendently, but tend totravel in packs . Dire

wolves are larger than most men andhave powerful jaws and teeth . They areswift and sure hunters .

Ii TABLES K-

Experience Levels

54

FIGHTER EXPERIENCE LEVELS CLERIC WI5DON SPELL BONUS'

EXP TOLEVEL

REACH LEVELHITPOINTS

WISDOM

SPELL LEVEL4

5

6SCORE

1

2

3

1 0 1-10 13

1

2 2,000 +(1-10) 14

23 4,000 +(1-10)

4 8,000 +(1-10) 15

2

1

5 16,000 +(1-10) 16

2

2

6 32,000 +(1-10)17

2

2

17 64,000 +(1-10)

8 125,000 +(1-10) 18

2

2

1 1

-

9 250,000 +(1-10) 19

3

2

1 2

-10 500,000 + 3

11 750,000 + 3' Bonus spells become available when the clericcan normally cast spells of that level .

12 1,000,000 + 3

13 1,250,000 + 3

CLERIC EXPERIENCE LEVELS CLERIC SPELL PROGRESSION

LEVELEXP TO

REACH LEVELHITPOINTS

CLERICLEVEL

1

2

3

4 5

6

1 0 1-8 1

1

2 1,500 +(1-8) 2

2 -3 3,000 +(1-8) 3

2

1

4 6,000 +(1-8) 4

3 2 -

5 13,000 +(1-8) 5

3

3

1

6 27,500 +(1-8) 6

3 3 2 -

7 55,000 +(1-8) 7

3

3

2

1

8 110,000 +(1-8) 8

3 3

3 2

9 225,000 +(1-8) 9

4 4

3 2 110 450,000 + 2 10

4 4

3 3 211 675,000 + 2 11

5

4

4

3 2

112 900,000 + 2 12

6 5

5 3 2 213 1,125,000 + 2 13

6 6

6 4 2 2

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53

Ability ScoresStrengthThe Strength Chart lists the modifiers tomelee hit probability and the damage

adjustment based on the character'sStrength .

Strength Chart

* These bonuses are available only to fighters, pal-adins, and rangers .# These scores are only possible in this gamethrough magic.

54

RANGER EXPERIENCE TABLEMAGE EXPERIENCE LEVELS MAGE SPELL PROGRESSION

EXP TOLEVEL

REACH LEVELHITPOINTS

MAGELEVEL 1

2

3

4

5

6EXP TO HIT

LEVEL

REACH LEVEL POINTS1

0 1-4 1 1 - -

- 1

0 1-102

2,500 +(1-4) 2 2 - - - 2

2,250 +(1-10)3

5,000 +0-4) 3 2 1 - 3

4,500 +(1-10)4

10,000 +(1-4) 4 3 2 -

- 4

9,000 +(1-10)5

20,000 +(1-4) 5 4 2 1

- 5

18,000 +(1-10)6

40,000 +(1-4) 6 4 2 2 - - 6

36,000 +(1-10)7

60,000 +(1-4) 7 4 3 2 1

- 7

75,000 +(1-10)8

90,000 +0-4) 8 4 3 3 2 - 8

150,000 +(1-10)9

135,000 +(1-4) 9 4 3 3 2 1 - 9

300,000 +(1-10)10

250,000 +(1-4) 10 4 4

3 2

2 10

600,000 + 311

375,000 + 1 11 4 4 4 3 3 - 11

900,000 + 312

750,000 + 1 12 4

4

4

4

4

1 12

1,200,000 + 313

1,125,000 + 1 13 5 5

5 4

4 2 13

1,500,000 + 3

PALADIN EXPERIENCE TABLE PALADIN SPELL PROGRESSION THIEF EXPERIENCE LEVELSEXP TO

LEVEL

REACH LEVELHITPOINTS

PALADINLEVEL 1

2

3EXP TO

LEVEL

REACH LEVELHITPOINTS

1

0 1-10 9 1 1

0 1-62

2,250 +(1-10) 10 2 - 2

1,250 +(1-6)3

4,500 +(1-10) 11 2

1 3

2,500 +(1-6)4

9,000 +(1-10) 12 2 2 4

5,000 +(1-6)5

18,000 +(1-10) 13 2

2

1 5

10,000 +(1-6)6

36,000 +(1-10) 6

20,000 +(1-6)7

75,000 +(1-10) 7

40,000 +(1-6)8

150,000 +(1-10) 8

70,000 +(1-6)9

300,000 +(1-10) 9

110,000 +(1-6)10

600,000 + 3 10

160,000 +(1-6)11

900,000 + 3 11

220,000 + 212

1,200,000 + 3 12

440,000 + 213

1,500,000 + 3 13

660,000 + 2

ABILITYSCORE

MELEE HITPROBABILITY

DAMAGEADJUSTMENT

3 -3 -1

4-5 -2 -1

6-7 -1 none

8-15 normal none

16 normal +1

17 +1 +1

18 +1 +2

18/01-50* +1 +3

18/51-75* +2 +3

18/76-90* +2 +4

18/91-99* +2 +5

18/00* +3 +6

19# +3 +7

20# +3 +8

21 # +4 +9

22# +4 +10

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Dexterity

ConstitutionThe Dexterity Chart lists the modifiers to

The Constitution Chart lists themissile hit probability and the armor

Flit Point Adjustment that a characterclass adjustment based on the charac-

gets every level .ter's Dexterity .

Dexterity Chart Constitution ChartABILITY

MISSILE HIT

AC

ABILITY

HIT POINTSCORE

PROBABILITY ADJUSTMENT

SCORE

ADJUSTMENT

THACOT1-IACO is not an ability score, but it is an important characteristic . The THACO Chartbelow lists a character's base TFIACO for his class and level .

55

WeaponsWeapons are divided into 3 classes :melee, thrown, and fired . Melee weaponsare used only in close combat, whilethrown and fired weapons are used atrange . Characters in the front rank can usemelee and ranged weapons . Characters inthe rear ranks can only use rangedweapons. Note the "Classes" section start-ing on page 25 in the rules that limit somecharacter classes to certain weapons.

The Weapons Chart lists the weapons withtheir range of hit point damage versussmall, medium, and large-sized creatures .The damage done by a melee weapon isadjusted by the attacking character'sstrength and any magical bonus theweapon may have .

Weapons Chart

DAMAGE VS. DAMAGE VS.SMALL & MEDIUM

LARC,E

ArmorArmor provides a character a basearmor class . The lower the character'sarmor class, the harder it is for anattack to hit . Armor class is based onthe character's armor and his dexteritybonus. Some magic items and spellsalso help a character's armor class .

Note the Classes sections starting onpage 25 in the rules that limit somecharacter classes to certain types ofarmor. The Armor Chart lists the typesof armor and the base armor class theyprovide a character.

* A shield subtracts I AC from any armor it isused with .

Boots, helmets, and non-magical brac-ers may look like armor, but they do notmodify a character's armor class. Theycan safely be left as weights on pressureplates. Magical bracers, however, canmodify a character's armor class.

56

Melee Weapons:Staff1-6 1-6Mace 2-7 1-6Short Sword 1-6 1-8Flail 2-7 2-8Axe 1-8 1-8Long Sword 1-8 1-12Halberd* 1-10 2-12Thrown Weapons :Rock 1-2 1-2Dart 1-3 1-2Dagger 1-4 1-3

Spear 1-6 1-8Ranged Weapons :Sting & Rocks* 1-4 1-4Bow & Arrows* 1-6 1-6

* These two-handed weapons must be used fromthe primary hand . Note that items in the otherhand are unavailable.

THACQ Chart

CLASSCHARACTER LEVEL

4 5 6 7 8 9 10 11 12 131 2 3

Cleric 20 20 20 18 18 18 16 16 16 14 14 14 12

Fighter 20 19 18 17 16 15 14 13 12 11 10 9 8Mage 20 20 20 19 19 19 18 18 18 17 17 17 16

Paladin 20 19 18 17 16 15 14 13 12 11 10 9 8

Ranger 20 19 18 17 16 15 14 13 12 11 10 9 8

Thief 20 20 19 19 18 18 17 17 16 16 15 15 14

3 -3 +4 3 - 24 -2 +3 4-6 -15 -1 +2 7-14 06 0 +1 15 +17-14 0 0 16 + 215 0 -1 17 + 2 (+3)*16 +1 -2 18 + 2 (+4)*17 +2 -3 19 + 2 (+5)*18 +2 -4 *19 +3 -4

These bonuses are available only to fighters, pal-adins, and rangers; for all other classes the maxi-mum hit point adjustment for constitution is +2

Armor Chart

ARMOR TYPE BASE AC

Robe 10Shield* 9Leather Armor 8Scale Mail 6Chain Mail 5Banded Armor 4Plate Mail 3

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57

Aid, 39Armor, 32Bless, 38Blur, 33Burning Hands, 32Cause Critical Wounds, 41Cause Light Wounds, 38Cause Serious Wounds, 41Cone of Cold, 36Create Food & Water, 40Cure Critical Wounds, 41Cure Light Wounds, 38Cure Serious Wounds, 41Detect Invisibility, 33Detect Magic, cleric, 38Detect Magic, mage, 32Disintegrate, 37Dispel Magic, cleric, 40Dispel Magic, mage, 34Fear, 36Fireball, 34Flame Blade, 39Flame Strike, 42Flesh to Stone, 37Harm, 42Haste, 35Heal, 42Hold Monster, 37Hold Person, cleric, 39

-n INDEX OF SPELLS l7

Hold Person, mage, 35Ice Storm, 36Improved Identify, 34Improved Invisibility, 36Invisibility, 34Invisibility 10' Radius, 35Lightning Bolt, 35Magic Missile, 33Magical Vestment, 40Melf's Acid Arrow, 34Neutralize Poison, 41Prayer, 40Protection from Evil, 38Protection from Evil 10' Radius, 41Raise Dead, 42Remove Curse, 36Remove Paralysis, 40Shield, 33Shocking Grasp, 33Slay Living, 42Slow Poison, 39Stone to Flesh, 37True Seeing, cleric, 42True Seeing, mage, 37Vampiric Touch, 35Wall Of Force, 37

58

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Westwood Associates Credits

Director:Original Concept & Story:

Game Design :Lead Programmer:Level Programmer:Amiga Programmer:

Additional Programming:Art & Graphics :

Music :Sound Effects :

Writer:Playtesters :

Special Thanks to :Westwood Associates development

done in association with :

Producers :Game Developers :

Manual :

Brett W. SperryPhilip W. Gorrow and Brett W. SperryBrett W. Sperry, Paul S. Mudra, and Bill StokesPhilip W. GorrowBill StokesBill StokesJoe BosticRick Parks, Aaron Powell, and Ren OlsenFrank KlepacldPaul S. Mudra and Dwight OkaharaMarc CramGlenn Sperry, Scott Zielinski, and Matt CollinsChuck Kroegel

International Computer Group

Strategic Simulations, Inc . Credits

Dan Cermak and George MacDonaldNicholas Beliaeff and David A. LuccaEileen 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 GoyerSpecial IBM Testing: Top Star Computing Services, Inc .

Art, Graphic Design, & DTP : Louis SAEKOw DESIGN : David Boudreau, Kirk NicholsPre-press Production : Louis SAEKOw DESIGN : Kirk Nichols, Ray Garcia

Printing: American Lithographers, Inc.

QUESTIONS OR PROBLEMS?Our main business number is (408) 737-6800. If youencounter disk or system related problems you cancall our Technical Support Staff at (408) 737-6850between 11 a .m . and 5 p .m ., Pacific Time, Mondaythrough Friday, holidays excluded. NO GAMEPLAYING HINTS WILL BE GIVENTHROUGH THIS NUMBER. If you need hints,call our Hint Line at 1-900-737-HINT. Recordedhints are available 44 hours a day, 7 days a week . Ifyou don't hear the information you need, please writeto us at :

Hints, Strategic Simulations, Inc .,675 Almanor Avenue, Suite 201,Sunnyvale, CA 94086

(include a stamped self-addressed envelope for reply) .

IBM COMPATIBLE COMPUTERINFORMATION:

Many of our games will work on IBM compatiblecomputers . If you own an IBM compatible computerwe suggest that you consult with our Technical SupportStaff at (408) 737-6850 any workday between thehours of 11 a .m . and 5 p .m ., Pacific Time, to see if anSSI game you're considering purchasing is compatiblewith your computer. If we have insufficient data todetermine compatibility, you may wish to purchase thegame and test for compatibility yourself . If the gameproves to be incompatible, you may return it within 14days with your dated receipt and we will refund yourmoney. Or, if you return the game within 30 days, youmay exchange the game for another .

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EYE OF THEBEHOLDER IIPROOF OF PURCHASE

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