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fate has given you time enough If more than one mage is with the Left-clicking on the buttons the same location as a cleric’s
to prepare, spells can be prayed party, icons bearing the names of labeled 2, 3, 4, etc. displays readied holy symbol or a mage’s spell-
for or memorized. the mages appear at the top of the spells from those levels, if any. book. The ribbon appears in
spell screen. Simply click on the Pointing the cursor to the name of combination with these icons if
To spellcast, first determine if a
name of the mage you wish to the spell itself and left-clicking the character is a cleric, mage, or
mage or a cleric accompanies your
party. A mage has a golden spell- memorize spells. Click on DONE activates that spell. Spells which multi-classed magic-user. Left-
book displayed above his or her when you are finished. project an object or an effect over clicking on the ribbon icon
portrait on the Adventure Screen. distance require a second step: brings up a standard spell list. To
When a cleric prays for spells, it is
For a cleric, a golden holy symbol pointing the cursor to the display the characters’ powers,
done in a similar fashion. Simply
appears in the same location. (An intended target and left-clicking left-click again on the A which
choose PRAY instead of MEMORIZE
icon comprised of both a book again. Spells requiring the charac- appears to the left of the 1st- level
and follow the same pattern.
and a holy symbol is displayed for ter to touch an opponent are spell button.
In order to use the spells chosen, shown as a change in the hand
a character with both skills.)
your character(s) must now rest. symbol above the character’s por- Drow magic: faerie fire and
Bring up the Main Menu by mov- REST is one of the choices on the trait. Left-click on the altered hand levitation are two inherent
ing the cursor to the upper left or Main Menu. It is available only if image to use the spell. abilities of the drow. More devi-
right corner of the Adventure there are no monsters nearby and
Screen, and left-clicking on the Once used, spells must be regained ous and deadly than its name
if your party has the time to stop
button in either corner. The Main by praying for or memorizing implies, faerie fire is often used
and prepare its spells. Select the
Menu will appear in the center of them, then resting once again. to outline a target in magical
REST option and your magic-users
the Adventure Screen. When you Mages pick up more spells as light, making it all the more dif-
prepare their mystical spells. If
bring up the Main Menu, some of they journey through the various ficult to escape a drow attack
characters with healing abilities
the choices are: REST, PRAY, and caverns and labyrinths of this for- in the Underdark. Levitation is
are in your party when this option
MEMORIZE. To choose cleric spells, saken world. These spells are common in everyday life for the
is chosen, a window appears and
left-click on PRAY. To choose mage found in the form of scrolls which drow; their cities and great
asks if the healers wish to heal
spells, left-click on MEMORIZE. can then be added to the mage’s houses are built in a manner
the wounded members of the
spellbook. A character who is both which practically requires levi-
When you click on MEMORIZE, a party. Select YES and the healing
a cleric and a mage has his or tation. Another common trick
spell screen appears; it contains a takes place while the screen
her spell lists displayed in two dif- of drow warriors is to throw a
list of mage spells. It also indicates informs you of passing time. You
ferent colors, allowing you to globe of darkness which
the number of spells available for should note that a party’s rest
differentiate between the types of envelops their opponent in a
each level of your mage’s experi- may be disturbed at any time if
spells. For more information on black sphere within which even
ence. To decide which spells are intruders enter the area.
scrolls and spellbooks, see the sec- the infrared vision of the drow
readied for use, place the cursor After praying for or memorizing tion, “Adding Spells to a Mage’s cannot operate. Beyond these
over the – or + signs next to your spells and then resting, the mages Spellbook,” on page 13. basic abilities, the priestesses
choice and left-click. For example, and clerics in your party are ready and wizards of the drow train
if three Level 1 spells are avail- Drow Powers: In addition to
for battle. Point the cursor to the for long years to acquire more
able, you may decide to use three spells, special drow powers are
mage’s golden spellbook or the deadly and potent spells. They
chill touch spells, or you may have available to the party when they
cleric’s holy symbol and left-click can be as formidable as the
two of one sort and one of are magically disguised as dark
to display a menu of Level 1 most dreaded practitioners of
another, or you could choose three elves. A ribbon appears when
spells ready for immediate use. magic in the surface world.
separate Level 1 spells. powers are present, displayed in
8 9
MOVE MOVE
MAIN MENU BUTTON MAIN MENU BUTTON FORWARD FORWARD
AND TURN AND TURN
LEFT RIGHT
TURN LEFT
TURN RIGHT
THE MOUSE
GAME OPTIONS POINTER AS IT
APPEARS IN MOVE LEFT MOVE RIGHT
QUICK SAVE COMBAT
MAP MOVE
HOLY
COMPASS BACKWARD
SYMBOL QUICK RESTORE
AN IN-HAND
ITEM
A HIT
POINT
BAR A CHARACTER
PORTRAIT
SPELL MENU DOUBLE-TIME
FORWARD DIRECTIONAL ARROWS:
with the exception of DOUBLE-TIME FORWARD,
all the arrows refer to the same movements as
REAR RANK FRONT RANK MESSAGE AREA LEVITATION BAR FRONT RANK REAR RANK those on the game screen
CHARACTER CHARACTER CHARACTER CHARACTER
Press the right mouse button Levitation and Flying NON-PLAYER CHARACTER
and the party moves forward At certain points in the game,
without the mouse having to be your party gains the abilities to RESPONSE
moved. The party starts slowly levitate and to fly. When these
and then accelerates to a “double abilities are present, a levitation
time” march. control bar appears to the right of
the movement arrows on the bot-
When you leave this mode, the
tom of the Adventure Screen. This
cursor reappears in the position it
control allows your party to levi-
occupied when you began free
tate from one level to the next.
mouse movement. Try working QUESTION
You should note that this ability
with this method for a while and
exists only when your party is
see if it is right for you. If not,
disguised as drow, or when the
press the space bar again to return
ability is activated by a special
to the previous movement options.
scroll or potion. Once levitation is
Step Movement activated, you may use the bar in
Step movement is possible for the following fashion: place the PRINT OPTION
players who find the smooth mouse cursor over the bar and
scrolling interface difficult to con- move it up or down along its
trol. It allows the party to move “slot.” On the Adventure Screen, NPC Encounters NPC Dialogue
“one square at a time.” To activate the viewpoint of your party rises Your party is close enough to con-
this option, move the cursor over Blasting monsters with fireballs
or falls as you move the levitation verse with an NPC if placing the
the compass located above the and having your characters wield
bar up or down. mouse cursor over the NPC
movement arrows and left-click. two-handed swords against bug-
Levitation results in movement bears is but half the fun. Much results in a “talk bubble.” Left-
Please note, however, that “step click and a close-up of the NPC
up and down only. It is the ability care has been taken to design
movement” is not available appears along with one or more
to change levels and not the abil- this game as an interactive
simultaneously with “free mouse questions your party may ask this
ity to fly. Other spells, however, adventure, one in which the story-
movement” as described in the inhabitant of the Underdark.
may add flying to the party’s abil- telling and combat are effectively
previous paragraphs. Step move- Move the cursor to highlight the
ities for short periods of time. balanced. When your party comes
ment is possible only when the question of your choice, then left-
When your party is flying, you across an NPC, or Non-Player
directional arrows are used. In click to set the response in
may not only change their level, Character, you are given the
addition to clicking on the motion. Several levels of continu-
but may also use the other move- opportunity to ask several ques-
Adventure Screen compass, step ing questions may follow the
ment options as well. For tions and learn more about the
movement may be activated from response. When you have learned
example, you could raise the levi- dangers and difficulties of life in
the game options screen. all you need to know, one or
tation bar to its top position, then the Underdark.
click on the forward movement more right-clicks takes you back
arrows to send your party flying to the Adventure Screen.
forward through the cavernous
reaches of the Underdark.
12 13
In addition to the main encoun- normally expect the sword icon to Add an NPC to Your Party The swapping of inventory
ters, your party has the appear. Intelligent and cunning, When the game begins, your described in the last paragraph
opportunity to talk with a number this beast may have information party starts with a maximum of has one important limitation.
of minor NPCs. In these cases a of interest to your party, or it may two characters. While these char- Objects specific to a particular
left-click on the “talk bubble” be preparing to strike. Whether acters can never be dropped from character are never swapped. A
results in a single question from or not to take the chance is your the party, many NPCs (Non-Player good example are Drizzt’s scimi-
the party. The face of the party decision. Clicking on the talk Characters) eagerly await their tars. Although Drizzt allows other
member asking the question is bubble with the mouse causes arrival, hoping to join the loyal party members to use his famous
displayed, along with his or her two selection buttons to appear, and dedicated characters on their blades while he is with the party,
question, in the center of the one for “talk” and one for “fight.” sworn quest. Should you decide to he takes his scimitars with him
Adventure Screen. The response allow another character into the when he leaves their company.
If “fight” is chosen, the creature
of the NPC may push your party party, their portrait is placed in Items of this nature are described
responds with a challenging com-
in the right direction, or offer you one of the empty character slots at in inventory by having the charac-
ment, something along the lines
valuable information about the the bottom of the Adventure ter’s name appear before the object.
of, “I have no need to talk to the
level you are exploring. Screen. From then on, the new For example: Drizzt’s scimitar.
likes of you. Prepare to die!” After
character is handled in the same
Many interesting quests and sub- this, the response window van- Things You Can Do from
way as the original characters.
plots await your party on its way ishes. The creature pauses for a the Adventure Screen
to the Underdark, and in the second or two before attacking, Should you accept an NPC into
All combat, spellcasting, and
houses, taverns, and temples of and the first-strike advantage the party when all the character
exploration takes place from the
Menzoberranzan. The dialogue remains with the party. slots on the Adventure Screen are
Adventure Screen. When other
makes communication as inter- filled, a prompt appears asking
If “talk” is chosen, one of the screens are activated, they overlay
esting as exploration. which NPC currently with the
party members asks a question the Adventure Screen. Option
party is to be dropped. Characters
relating to the level being selections such as REST, PRAY,
dropped from the party may
explored, whereupon one of two MEMORIZE, AUTOMAP, LOAD, SAVE,
announce a location where they
things happens: QUIT, and OPTIONS are available by
can be found by the party at a
1. The creature imparts helpful left-clicking on the Main Menu
later time, or they may go their
but non-critical information. buttons in the upper left or right
own way, never to be seen again.
corner of the Adventure Screen.
2. The creature chooses to fight, When you drop an NPC from the When the Main Menu appears,
even though the party wishes to party to pick up a different NPC, left-click on a selection in order
talk. In this case, the party loses any objects in the departing char- to choose it. You can access the
the first-strike advantage. Shouting acter’s inventory are swapped into inventory screen by left-clicking
an appropriate battle cry, some- the new character’s inventory. All over any character’s portrait.
thing like, “Death to you, surface twelve slots are filled if necessary.
dweller!”, the creature lunges to Add Spells to a
Talk or Fight Objects from the departing char-
the attack. The Underdark can be a Mage’s Spellbook
Occasionally, when your party acter’s “mannequin” are the last
place both dangerous and treach- When the party comes across
comes across a sentient creature items swapped, and any object for
erous, so be careful who, and hidden scrolls, you can add these
by itself, a talk bubble appears which there is no room in inven-
what, you talk to! to your mage’s spell list by scrib-
over the creature where you tory is dropped to the ground.
ing the scrolls into the mage’s
14 15
spellbook. To scribe a scroll, the ing on the name of the spell, then Fire a Ranged Weapon (Bow,
Perhaps Drizzt’s greatest friend,
scroll must be selected and following the instructions as they Sling, or Hand Crossbow)
Guenhwyvar, is a black pan-
moved on top of the spellbook appear. Spells requiring the char- Left-click on any in-hand bow,
ther from another plane of
icon. Pick up the scroll and move acter to touch an opponent are sling, or hand crossbow. To pre-
existence. Using the power of a
it to the inventory screen. Left- shown as a change in the hand pare a ranged weapon, place the
polished onyx figurine, Drizzt
click to place the scroll (and thus symbol above the character’s por- weapon in the character’s primary
calls Guenhwyvar to his side in
the spell) into the mage’s spell- trait. Left-click on the altered hand. As you fire the weapon,
times of need. To use the power
book. In this game the spellbook hand image to use the spell. ammunition is expended from
of Guenhwyvar in combat,
is an icon displayed in the mage’s either the quiver (arrows), or belt
place the onyx figurine in Cast Spells from
inventory. If the spell already pouch and backpack (sling
Drizzt’s hand. From the Mage and Cleric Scrolls
exists in the spellbook, the scroll stones). You must have ammuni-
Adventure Screen, left-click on Left-click on the in-hand scroll.
does not scribe; however, the tion to fire ranged weapons.
the panther figurine in the The scroll is consumed when the
scroll can still be used by placing
same way you activate any spell is cast. Look at
it in a mage’s hand and left-click-
weapon held by a character. Sign or
ing to activate. See “Cast Spells Check Character Status
Guenhwyvar’s paws lash out Writing
from Mage and Cleric Scrolls” on The golden bar to the right of each
into the adventure window, When the
page 15. (A side note: the spell- character’s portrait is a graphic
taking their toll on any oppo- party is
book cannot be picked up or representation of the character’s
nent within range. When Drizzt near a
moved. It is a permanent fixture, health. It diminishes if your char-
is holding the image of sign or
as it should be, for the spellbook acter is wounded or harmed by
Guenhwyvar, he can only wield other writing (such as on a tomb
is a mage’s link to his art and any magic means. Once the bar is
one of his scimitars. After a or wall), the writing can be dis-
spellcasting ability.) empty, your character is dead;
period of time at Drizzt’s side, played for easy reading by
avoid this at all costs!
Attack Opponents Guenhwyvar must return to placing the mouse cursor over the
As previously mentioned, launch the home plane from which it Left-click on the white skull icon sign or writing and left-clicking.
your character’s attack by left- comes. Therefore, Guenhwyvar to display a list of afflictions
Memorize Spells
clicking on a weapon which is may not be available during affecting a character. Poison,
With this option, mage charac-
“in-hand” and “ready.” Once used, every combat encounter. paralysis, and rotting disease are
ters select the spells they wish
a weapon is shaded out until it is but a few of the unwelcome
to memorize. A menu including
ready again. Fighters, paladins, Cast Mage and Cleric Spells examples. This icon only appears
the selection MEMORIZE appears
and rangers can carry and fight After praying for or memorizing if a character is afflicted.
when you left-click on one of the
with a second weapon, but they spells and then resting, all of
Drink a Potion Main Menu buttons. Left-click
may suffer a penalty to their com- your magic-users’ spells are ready
Left-click on an in-hand potion or on MEMORIZE to display a list of
bat ability for doing so. As a for use. Left-click on the mage’s
select the potion and move it over available mage spells. If more
ranger, Drizzt is renowned in both golden spellbook or the cleric’s
the character’s portrait, then right than one mage is in the party,
the Underdark and the surface holy symbol to display a menu of
or left-click. From the Inventory the mages’ names appear on
world for his ability to wield two Level 1 spells ready for immedi-
Screen, this can be done by mov- icons at the top of the screen. You
scimitars at once. Drizzt’s father ate use. Left-clicking on the
ing the potion over the head of can then choose which mage is
(and teacher) was fond of calling buttons labeled 2, 3, 4, etc. dis-
the mannequin figure and left- to memorize spells by clicking on
the young drow “two-hands.” plays readied spells from those
clicking to have the character the appropriate icon.
levels. Activate the spell by click-
drink the potion.
16 17
Left-click on the – and + signs on Open Doors and move it to the character’s Place an Object in a
the spell screen to select spells. Open most doors by having your portrait. Left-click to bring up the Character’s Hand
Only the number and type of characters walk through them. inventory screen, and click again After picking up an object on the
spells available to a character of Open other unlocked doors by over an inventory slot to place the Adventure Screen, double right-
your mage’s level and experience pointing the cursor to the center item in that slot. After picking up click over the character’s hand in
are allowed; however, you have of the door and left-clicking with the object, you may also double which you wish to place it. If an
much to look forward to as the the mouse — assuming of course, right-click when the object is over object is already in the hand
mage(s) in your party advance in that your party is close enough to the character’s portrait. This auto- you’ve chosen, the new object is
levels, becoming ever more mas- open it. Other doors may require matically adds the item to that swapped with it and you can drop
terful spellcasters. Remember, a a key, a spell, or the activation of character’s inventory. In the case the previous object by moving it
mage must REST before his or her a hidden pressure plate to open of an arrow, a double right-click onto the adventure window and
spells can be cast. For a detailed them. If the door is locked, see over the character’s portrait auto- right-clicking with the mouse. Any
look at spellcasting, see the the section “Unlock a Door or matically adds the arrow to the object in a character’s hand can be
“Spellcasting” section beginning Gate” on page 19. character’s quiver. In the case of a dropped or swapped in this way.
on page 5. sling stone, a double right-click
Pick a Lock Pray for Spells
Navigate over a character’s in-hand sling
To pick a lock, left-click on the With this option, clerics (also
Watch the compass to maintain pouch automatically adds the
thief’s lock pick, move it over the called priests) select the spells for
your orientation and use the stone to the sling pouch.
lock and click. Sometimes locks which they wish to pray. A menu,
AUTOMAP selection to view your are booby-trapped; thieves auto- In this game including the selection PRAY,
progress throughout the game. matically attempt to disarm these world, some appears when you move the cur-
Choose AUTOMAP from the menu traps. However, a thief’s skill level objects can be sor into the upper left or right
which appears in the center of the determines his or her success in picked up from hand corners of the Adventure
screen. More information on disarming such traps. tables. Impor- Screen, and left-click on the button
automap is available in the section tant scrolls, books, and items, in either corner. When you left-
on “Automapping,” on page 23. Pick Up and Drop Objects /
those generally of critical impor- click on PRAY, a screen of available
Add Items to Inventory
Open or Close a Container tance to the game, can be found cleric spells appears. If more than
In the vast, unearthly reaches of
To open a container, such as a resting on tables of similar one cleric is in the party, their
the Underdark many treasures
sack or a chest, place it in a design. Pick up an object from a names appear on icons at the top
exist: gold, supplies, armor,
character’s left hand on the table just as you would pick up of the screen. You can then choose
weapons, and keys to help the
character mannequin. To close any other object. which cleric is to pray for spells by
party on its way. When you move
the container, left-click on the clicking on the appropriate icon.
the cursor over an object which On the Adventure Screen, right-
character’s left hand.
can be picked up, the cursor click to pick up, drop, use, and Left-click the cursor over the –
Open a Gate changes into a golden hand icon. throw objects, and left-click to and + signs on the pray-for-spells
To open a gate, click on the release Right-click when the golden hand move, activate buttons and levers, screen to select spells. Only the
lever or button near the gate. Some icon is over the object to pick the and operate character interactions. number and type of spells avail-
gates are locked or guarded by object up. Another right-click This allows the party to continue able to a character of your cleric’s
hidden traps and can only be drops it. To keep the object and to move while “holding” an object level and experience are allowed.
opened with keys or special add it to one of your character’s in the Adventure Screen. With experience, the clerics in
actions. See the section “Unlock a inventories, pick up the object your party will advance levels,
Door or Gate” on page 19. becoming ever more masterful
18 19
spellcasters. Clicking on DONE raise dead spell. Unfortunately, Unlock a Door or Gate You can Quick Save by pressing
returns you to the Adventure unlike other races, elves cannot To unlock a door or gate, place S on your keyboard, or by left-
Screen. Remember, a cleric must be resurrected. the appropriate key over a key- clicking on the QUICK SAVE button
REST before his or her spells can hole on the adventure window on the Adventure Screen. These
be cast. For a detailed look at Note: Dead characters can be and left-click. Keys on a key ring methods allow you to save the
spellcasting, see the “Spellcasting” replaced when new NPCs join the need not be removed from the game without going through the
section beginning on page 5. party; however, when a dead char- ring; simply place the key ring Main Menu.
Read Books acter is replaced with another over the keyhole and left-click.
To restore the game from the
or Scrolls character, the dead character is lost
Use a Drow Power quick save position you can either
To read books or forever and cannot be returned to
To use a drow power, first look for click on the QUICK RESTORE button,
scrolls, left-click life with a raise dead spell.
a ribbon placed near a cleric’s holy or you can press Shift + R on
on the docu- symbol or a mage’s spellbook. your keyboard.
ment. Some books or parchment Throw an Item Then left-click on the ribbon icon
may be written in a language your After selecting an item from your If your party dies, you have the
to bring up a standard spell list. To
characters do not understand. In character’s inventory, or double option to restore the game from a
display the characters’ powers, left-
this case, use a character who has right-clicking to select the object previously saved position. This
click again on the A which
the comprehend languages ability in a character’s hand on the saves you the trouble of going
appears to the left of the 1st-level
or spell. Or, perhaps your party Adventure Screen (as described in through the menus to reestablish
spell button.
needs to find an NPC who can “Place Object in Character’s your adventure.
read the text. Hand”), move the object onto the Use an Object in a
Adventure Screen. Right-click Character’s Hand Load
Rest again when it is over the center To use an object that is in a char- To restore a previously saved game,
Click on either Main Menu button line of the screen to throw the acter’s hand, left-click on the left-click on one of the Main Menu
in the top corners; choose REST. object. To drop an item, right- object or weapon where it appears buttons, and left-click over the LOAD
This option allows characters to click below the center line of the above the character’s portrait. option. This displays a list of
rest, heal, and memorize spells. Adventure Screen. This type of named, saved games. Click on the
How long they rest depends on Save, Load, button to the left of the game you
throwing is not the same as
the number and level of spells wish to play to load it.
throwing a dart or dagger, which Pause, and Quit
being memorized (or prayed for).
is described next.
The party cannot rest with crea- Save Pause
tures nearby. Even if there are no Throw a Ranged Weapon To save your game, left-click on Press P on the keyboard to pause
monsters in the vicinity, there is (Dagger or Throwing Knife) one of the Main Menu buttons, your game; press P again to
always a chance of a random To throw a ranged weapon, left- and then left-click over the SAVE resume. The game also pauses if
encounter while the party sleeps. click on any in-hand dagger or option. This displays a list of you open the Main Menu, or open
throwing knife. These weapons named, saved games. Click on an
Resurrect Dead Characters a character’s inventory screen.
are automatically replenished
When a character dies, his or available slot, type in a name for
with like items (if available) from Quit
her portrait turns to a shade of the game you are saving, and
the character’s inventory. They are
gray and all of the objects in their press Enter to save it. Saving your To quit the game, go to the Main
not available for quick replace-
inventory drop to the ground. A game from time to time is a very Menu and left-click on QUIT to
ment if enclosed in a chest or
cleric in the party may bring the good idea. end your game.
other container.
character back to life with a
20 21
HIT POINT ARMOR DISPLAY WHITE WHITE To change the rank positions of as encumbrance increases and
CHARACTER PORTRAIT BAR CLASS INVENTORY SKULL SPELLBOOK ENCUMBRANCE your characters, left-click with the turns red when a character is
cursor over the character’s name severely encumbered.
MOUSE at the top of the screen. The char-
POINTER WITH A moderately encumbered char-
AN OBJECT
DISPLAY acter’s slot becomes outlined in
STATISTICS acter receives a –1 penalty when
white. Click on a blank slot to
attacking; a heavily encumbered
OBJECT move the character to that slot.
HEAD INFORMATION character receives a –2 penalty
Click on another character’s
NECK when attacking and a +1 penalty
name to switch their positions.
SHOULDER
to Armor Class; a severely
HAND Hit Point Bar encumbered character receives
CONTAINER
SLOTS a – 4 penalty and a + 3 Armor
WRIST Hit points for each character are
Class penalty when attacking.
BODY represented by a yellow bar at the
RING A MAGE’S right of the character’s portrait. White Skull Symbol
SPELLBOOK
As a character takes damage, the
Left-click on this icon to display a
hit point bar descends to the bot-
menu of afflictions currently affect-
tom of the portrait square. When
ing a character. Poison, paralysis,
hit points are dangerously low,
INVENTORY SLOTS CHARACTER STATISTICS INVENTORY SLOTS INVENTORY SLOTS and rotting disease are but a few
the bar turns red. When the bar is
of the unwelcome examples. Note:
empty, the character is dead and
this icon does not appear unless a
his or her portrait turns gray.
character is afflicted in one form
PLAYING IN-DEPTH Character Positions Armor Class Symbol or another.
in Party The golden shield to the right of
Inventory Screen White Spellbook
Characters whose portraits appear the character portrait represents
To display the inventory screen, on the left and right sides of the Left-click on the white spellbook
his or her Armor Class (AC). The
move the cursor over one of the screen are considered to be in the and a menu of magic spells cur-
number displayed on the shield is
character portraits at the bottom of rear rank of the party. Characters rently influencing a character is
the current AC value.
the Adventure Screen and left-click. whose portraits appear near the displayed. As with the white skull
center of the screen are consid- Scale Symbol/ symbol, this icon does not appear
The inventory screen is divided until an active spell begins to
into four sections, one for each of ered to be in the front rank. This Encumbrance
front and rear ranking applies influence the character.
four possible characters, and con- To the right of the Armor Class
tains slots for storing various only to interior locations. symbol is the scale symbol. Left- Statistics Display
pieces of equipment in inventory. Characters outside are considered click on this icon and a window
Next to the character’s portrait on
Names and character portraits to have formed a less-ordered appears displaying how much
the inventory screen is a small
appear at the top of each section. group and all react as if they have weight the character is carrying,
red box with a curved arrow
positions in the front rank. how much he or she is capable of
inside. Left-clicking on this icon
carrying, and an encumbrance
displays statistical information
rating from the “Encumbrance
pertaining to the character.
Table” found on page 90. The
Information displayed includes
inside of the scale changes color
22 23
the character’s class and align- Though male, female, short, and To Open a Container Object Information
ment, as well as total experience tall figurines are displayed, most To open a container, such as a When you select an object, it is
points gained and the number of clothing fits any character. Two sack or a chest, place it in a char- superimposed over the mouse
experience points necessary to exceptions to this rule exist. A acter’s left hand on the character pointer. When you select the
reach the next level. Right-click- centaur wears only centaur armor mannequin. When this is done, object on the inventory screen, a
ing on the red box icon displays and a kenku wears only kenku the container opens up and dis- message bar appears centered on
statistical information for all of armor. Any other character can plays its contents. Objects within the screen below the character
the characters in the party. wear centaur armor, but no other the container may now be put into portraits. The message bar gives
character can wear kenku armor. inventory or swapped with items a short description of the object.
When a character ‘s statistics are
displayed, the red box appears as a Rings already in inventory, or the charac-
To return to the Adventure Screen,
black grid with a curved arrow To the right and left of each char- ter may simply place the entire
right-click anywhere on the inven-
inside. Left-clicking on the changed acter mannequin is a white line container in inventory. To close the
tory screen except over the icon
icon returns the view to the charac- sketch representing the character’s container, left-click on the charac-
used to switch between the inven-
ter’s inventory information. A hands. Rings can be placed on ter’s left hand.
tory area and the statistical display.
right-click on the black grid these representations by left-click-
returns the inventory information ing when a ring is over the hand
for every character in the party. icon. Each character may wear up SCROLL
MAP NORTH
to two rings at any one time.
Character Mannequins
MAPPING
Below the character portraits on Inventory Slots AREA
SCROLL
the inventory screen stand char- Twelve inventory slots exist SCROLL
MAP
EAST
acter mannequins. These beneath each character man- MAP
WEST
represent the characters’ bodies, nequin. An exception to this is QUILL
upon which can be placed cloth- the centaur, who has only eight MAP TEXT
ON/OFF
ing, armor, various weapons, and inventory slots. Although the cen-
PRINT
items such as key rings, helmets, taur has fewer inventory slots, he
ERASE
etc. Items may be placed on the has twice the weight-carrying-
SAVE MAP
following areas: capacity of a fighter. Objects you TO DISK
wish your characters to carry with
♦ Head: helmets. VIEW
them on the adventure may be CUTAWAY
MAP
♦ Neck: amulets and medallions. placed in each character’s inven-
SCROLL MAP SOUTH RETURN GLOBAL SAVE
♦ Hands: weapons, shields, tory slots. To do this, use the TO GAME AND RESTORE
button displays the automap. You Scroll Map – Map Text On /Off
Special Note: Please be certain
can also choose the feature from North, South, East, West The third button has a capital letter
your printer is On and set up to
the Main Menu. To do this, choose At the top, bottom, and sides of A. Clicking on this button hides or
print out a map. In order for the
AUTOMAP from the Main Menu. the automapping window are displays the text which you have
print function to work, the printer
small pyramids or triangles, icons entered on the map. You can tem-
Features must be set to print the IBM char-
which can be used to scroll to the porarily hide text to allow better
acter set. Refer to your printer
You have a map area, scrolling north, south, east, and west of the viewing of the map. Restore text by
instructions for information on
buttons, a legend, and various map. This becomes useful when clicking on the button again. Note
how to set up your printer, and
function buttons. The legend and the map grows larger than can be that when the text button is off, text
if you are using a laser printer,
buttons appear on the right side displayed in one window. will not be printed on any maps.
be aware you may have to
of the screen. They represent the
Scroll through Maps Erase change the printer font to the
abilities to: scroll through several
The first icon below the legend The fourth icon is a pencil eraser. IBM character set.
maps, display text, save to disk,
appears as a number of parch- Left-click on the eraser and you
return to the game, display the
ments between a right and a left move the cursor over any line of
cut-away map, and global save Save Map to Disk
button. By clicking on the buttons text on the map, then left-click
and restore. These buttons add a The sixth icon is a save button. It
to either side, you scroll through again to erase the line you have
number of versatile features to represents information being
the maps you have made from chosen. Click on the eraser again
the mapping process. saved to a computer disk. By
the levels you already explored. to exit this mode. selecting this option you save the
Line of Sight
Add Text Print currently viewed map into a file
The map area is based on your
The second icon is a quill. Left- The fifth icon is a computer in the “Automaps” subdirectory.
character’s line-of-sight, so only clicking on the quill allows you to printer; click this button to print They can be viewed in any text
parts of a dungeon that have type notes anywhere on the map the current map. Note that text editor and are in the format
been explored are shown. window. Simply move the cursor printed looks different from the AUTOXXX.MAP (where XXX is
Everything on the map reflects to the desired position and left- way it appears on your computer replaced by numbers).
the current status of the items click to begin your text line. screen. Text is printed below the Exit
shown. Doors are displayed open Hitting the Enter key allows you to map, and letters at various loca- The seventh icon is an exit button.
or closed. This makes automap- continue your text on the next line. tions on the map correspond to It looks like a miniature version
ping a very useful tool. Walls, Up to four lines of text are avail- text notes beside the same letters of the Adventure Screen. Left-click
insets, doors, floors, trap doors, able for each entry. Press the Esc printed beneath the map. on this button to return to the
rugs, pressure plates, illusionary key to return the cursor to the
walls, your party, trees, creatures, Adventure Screen.
screen. Click on the quill again to
NPCs, and furniture are all dis- exit this mode.
played on the map. Note,
however, that items and creatures
of which your characters are not
yet aware are not shown.
26 27
TOWER OF
SORCERE
Cut-Away Map automap mode. The first map of
The eighth icon, located to the the selected level appears automat-
MANTLE CAVERN ONE
right of the exit icon, represents a ically. This saves the time of MANTLE CAVERN TWO
cut-away map. This map is not scrolling through a long list of GOLLVELIUS’ MERCHANT’S
available at first, but is given to maps, a helpful feature if the infor- TAVERN BAZAAR
your characters by one of the NPCs mation you want is several levels
they meet along the way. Once the above the current position of your
map is in your party’s possession, party. Information on the cut-away
left-clicking on this icon displays a map appears in two stages. Areas
HOUSE
cut-away view of your party’s which appear in outline have not DO’URDEN
CARPATHIAN’S HOUSE BAENRE
descent into the Underdark. This been explored by the party, and TOWER
HOUSE FEY
serves two functions. First, it gives automaps for these levels are not BRANCHE
APPROACH TO MENZOBERRANZAN
a sense of how far beneath the yet available. Detailed areas have
surface your party has ventured been explored and can be high-
and how much distance yet lighted by moving the cursor over The Menzoberranzan over the screen, and the names
remains to Menzoberranzan. them as previously described. You of the various drow houses and
City Interface
Second, it allows you to access the can simultaneously highlight all other areas appear. To enter a
automaps of levels your party has explored levels by left-clicking on Your party exits the mouth of a
specific house or other area, left-
already explored in a quick and the draftsman’s tool displayed in tunnel, deep in the Underdark,
click when the area’s name is
easy fashion. Using the mouse cur- the upper right hand corner of the and before them stretches the
displayed. Your party moves into
sor, simply highlight the level cut-away map. To the right of the city of Menzoberranzan. The
the chosen map and continues its
containing the automaps you wish cut-away map are two icons, one Menzoberranzan City Interface is
journey on the Adventure Screen.
to review, then left-click to display to return to the game and one to a single screen displaying a map
Doors which leave any map in
those maps in the regular return to the regular automap. of the city. Move the mouse cursor
the city and return you to the
28 29
Menzoberranzan City Interface are THACØ weapon being used. What dam- Remember, your characters can
easily recognizable. Also, any two THACØ is your character’s ability age each weapon can do is move and fight at the same time,
maps within the city which lie to hit enemies. THACØ stands for summarized in the “Weapons even backward to dodge a melee
adjacent to one another may be “To Hit Armor Class Ø.” A charac- Table” on page 89. attack and sideways to dodge a
reached by moving from one map ter must “roll” a number equal to ranged attack. Another strategy is
Sometimes monsters take par-
to the next. Thus, it is not necessary or greater than this to damage a to retreat behind a door and close
tial or no damage from certain
to return to the Menzoberranzan target with an Armor Class of Ø. it, blocking the attack of a partic-
weapons; animated fungi
City Interface for every move within The lower the attacker’s THACØ, ularly nasty beast. Be careful
skeletons, for example, take
the city. the better its chance to hit the tar- though, some monsters can open
only half damage from sharp
get. A character’s THACØ is based doors to follow.
or edged weapons.
Adventuring Strategy on his class and level.
Hints
Attack Options Combat Strategy
This section contains hints to help
Characters most often engage in NOTE: the generation of a random Thrown Weapons
your characters along their way.
“melee combat,” which is face-to- number is often referred to as a Characters who use thrown
face battle with weapons such as “roll.” In determining if an attack weapons should carry them in- Carry Items with You
swords and maces. Other options hits, the number generated is from hand. After a character attacks You never know when your char-
include casting spells and engag- 1 to 20. The base roll is modified with the last of his or her thrown acters might need something
ing in ranged combat using bows by the character’s ability scores and weapons, a shield or short sword they’ve found! To carry an item
or slings. by the use of magic weapons. is readied automatically (if avail- along for the adventure, pick it up
able). Be sure to recover your and move it into an inventory. If
Combat Mechanics An attack is successful if the roll character’s ranged weapons after there is no more room in your
Understanding the technical side of is greater than or equal to the each battle. Collect all the ranged character’s inventory, find a safe
combat allows you to choose the attacker’s THACØ minus the tar- weapons your character finds; and easily accessible location to
most effective strategy for your get’s AC. they are used quickly in battle. stash items that can’t be carried.
party in battle. Each character’s Moving and Fighting Keep Track of Buttons and
ability in combat is defined by his Pay attention to the compass on Levers to Solve Puzzles
Example: A fighter with a THACØ
Armor Class, THACØ, and damage. the screen to help with mapping. Some puzzles are activated in one
of 15 attacking a monster with
Armor Class an AC of 3 would need to roll: In an unexplored area, move with part of the dungeon, yet affect
Armor Class (AC) represents how (THACØ 15) - (AC 3) = 12+. But a spell menu on the screen and other parts farther off. If your
difficult a monster is to hit with a to hit a monster with an AC of –2 an attack spell showing so your characters cannot get through an
weapon. The lower the Armor he would need to roll: (THACØ characters can cast spells quickly. area, go back and change a few
Class, the harder it is to hit the 15) - (AC –2) = 17+. buttons or levers, one at a time,
Prepare your characters for battle
target. Armor Class is based on then see if the change makes a
before opening any door, climb-
the type of armor a character is difference. Using the automap
Damage ing or descending stairs, or
wearing, and can be supple- feature may help you figure out
Damage is the hit point loss an pushing any button that might
mented with a bonus for a high how certain puzzles work.
attacker inflicts on his opponent. open a door or secret wall.
Dexterity score. Some magic This damage is based on the Monsters often crouch behind
items also help improve (or attacker’s Strength and the closed doors or secret walls, wait-
lower) an Armor Class rating. ing and hungry for combat!
30 31
Look for Hidden party bypasses. If they are Sky Palette Intensity
Buttons on the Walls stumped in a later area, or need Select ON or OFF to show or hide Altering the palette intensity
Always check walls for hidden an item to go on, go back and try the sky. Without the sky, the changes the brightness of colors
buttons and bricks. Moving your the puzzle again. game responds more quickly. and images in the game. Left-
party sideways down a wall often click on the bar and move it with
makes such things easier to spot. Game Options Sprite Dithering the cursor to change between the
Keep Your Eye To the left of the movement Sprite dithering enhances the minimum and maximum values
on the Compass arrows on the Adventure Screen images of creatures as they come of palette intensity.
Watch the compass as your char- are four icons: game options, closer to your party. It works to
quick save, map, and quick blend the colors of adjacent pixels Step Movement
acters explore the realm of the
Underdark. There are a number restore. The top button is the and keep the images of Step movement allows you to
of traps that can change the game options button. By left- approaching creatures from turn the game’s step movement
party’s facing. Magic portals and clicking on this button you becoming too “blocky.” Turning on and off. For more information
teleporters may reveal themselves display the game options screen. this option OFF slightly increases on what step movement is about,
in this way. This screen can also be displayed game speed. refer to the “Step Movement” sub-
by left-clicking on the OPTIONS section (in the “How to Play”
When to Save the Game choice from the Main Menu. Distancing section) on page 10.
Save the game any time you Switching between the minimum
believe something might happen The game options screen displays Screen Size
and maximum values of “dis-
to hurt your character. Use the the following eleven options.
tancing” determines whether Three buttons, representing small,
quick save option by pressing S monsters, trees, and objects are medium, and large appear with
Double-Click Speed
on your keyboard. Save your seen from as far away as possible this option. They refer to the
game at the beginning of each Click on this bar and move it
or not until they are much closer. adventure window on the
level. If a puzzle is difficult to with the cursor to change the
Adventure Screen. By making the
solve, save the game and try dif- mouse’s double-click speed Sound window smaller, you enhance the
ferent solutions. If monsters are between its minimum and maxi-
Switch sound on and off with this speed at which the game runs. In
attacking thick and fast, save the mum values.
option. addition to the three set sizes
game and try new strategies. from which you may choose, you
Floors
When things are really tough, Music may also may also bring in the
save before opening doors. Select ON or OFF to show or hide
This option allows you to turn the sides of the gaming window by
the floors. Without floors, the
Go On music on and off; switching using the < and > keys on your
game responds more quickly.
When all else fails, go on with between the minimum and maxi- computer keyboard.
the game. Your characters need Ceilings mum values allows you to find a
not open every door, fight every balance between the game’s
Select ON or OFF to show or hide
monster, and obtain every item to sound effects and its music.
the ceilings. Without ceilings, the
win. Remember any areas your game responds more quickly.
32 33
♦ Dwarves combine the quali- than most other creatures have to ♦ Half-elves prove to be skill- they are lazy, for as a race
ties of the ferocious and the artistic. live; their life span can exceed ful in a wide range of activities, halflings prove to be sturdy and
They are as at home crafting a cir- 1,200 years. They are distin- their mix of elven and human industrious, always making cer-
clet of jewels as they are wielding guished by their fine features and blood providing them with many tain their larders stay well-stocked
an axe in battle. Firm muscle pointed ears, and when standing advantages over other races. Their and their burrows remain warm,
accounts for much of their average beside the average man they talents, however, are not so well-furnished homes.
150 pound weight, although at a appear a bit shorter than most. appreciated as to make them wel-
Halflings can usually be spotted
mere 4 to 4 1/2 feet in height, Taught archery from an early age, come company in either human
by their curly hair and round,
dwarves appear stocky at best. They elves receive a +1 bonus with any or elven society. While they are
broad facial features. They are
are tenacious and demonstrate a type of bow, and with both short seen travelling and mingling in
plump, quiet, and well-liked by
fanatical courage through most of and long swords. Mages find elves both groups, they are often too
the other races, especially the
their four centuries (or more) of life. resistant to any type of sleep or tall and heavy to be accepted
gnomes. When adventuring,
Their weapons and other dwarven- charm spells. Raise dead spells do among the elves, while their slen-
halflings show their mettle by
crafted wares demand high prices not affect them either. der, elven features often make
their innate resistance to magic
in the marketplace. them outcasts among men.
Ability Score Modifiers: Dexterity +1,
and the +1 bonus they receive for
Part of the dwarven mystique is Constitution –1 On the average, half-elves live for their skill with slings.
their innate resistance to spells and 250 years and inherit an inborn
Allowable Classes: Cleric, Fighter, Ability Score Modifiers: Dexterity +1,
to many poisons. Dwarves are, by resistance to sleep and charm
Mage, Ranger, Thief, Fighter/Mage, Strength –1 (for non-fighters)
nature, non-magical creatures. spells, though this protection is
Fighter/Thief, Mage/Thief,
Fighter/Mage/Thief
less than in true elves. Allowable Classes: Cleric, Fighter, Thief,
Ability Score Modifiers: Fighter/Thief
Dexterity –1, Constitution +1, Ability Score Modifiers: None
Charisma –2 ♦ Gnomes may be the world’s
Allowable Classes: Cleric, Fighter, Thief, first practical jokers and have a
Allowable Classes: Cleric, Fighter,
♦ Humans often risk their
Mage, Ranger, Thief, Fighter/Cleric,
Fighter/Cleric, Fighter/Thief proven reputation as enthusiastic short, 70 year life span in quests
Fighter/Thief, Fighter/Mage,
pranksters. Carefree and lively, it Cleric/Ranger, Cleric/Mage, Mage/Thief,
for immediate, personal gain. Yet
is often as difficult to believe they Fighter/Mage/Cleric, Fighter/Mage/Thief it proves difficult to say any one
♦ Elves spend much of their time are kin to dwarves as it is to get thing about them. Though often
in the carefree company of nature, any gnome to admit the relation. impatient and short-sighted,
as far from cities and towns as ♦ Halflings avoid strenuous humans live in the most diverse
Their life span is about 600
possible. Because of this they are adventures as a rule. Their back- societies and frequently strive to
years, reached in part because of
often thought to be haughty and sides are used to the comfort of meet high ideals.
their resistance to magic.
cold, especially when forced into padded chairs and their feet enjoy
the company of others. The land of Ability Score Modifiers: resting atop mounds of well-feath- Ability Score Modifiers: None
the dark elves presents a special Intelligence +1, Wisdom –1 ered pillows. This is not to say Allowable Classes: Cleric, Fighter,
challenge for elves, for the drow Mage, Paladin, Ranger, and Thief.
Allowable Classes: Cleric, Fighter, Thief,
are sworn enemies of their surface
Cleric/Thief, Fighter/Cleric, Fighter/Thief
dwelling cousins. At their best with
a bow or a song, elves may spend
more years in playful wandering
36 37
♦ Paladins radiate an aura of their wits as much as by their Single-Class vs. Racial Advantages
protection, a shield of sorts which skills with the bow and sword. At Multi-Class If you’ve been wondering which
causes their attackers to suffer a one with any type of weapon or Single-class characters have more race/class combinations are best,
penalty even before these elite armor, rangers usually avoid hit points than multi-class charac- here are a few examples:
warriors have unsheathed their heavy armor as too restricting. It ters with the same amount of
swords. In this and other magical prevents them from using their Single-Class
experience. They do more damage
abilities, paladins prove them- special ability to wield a weapon Dwarven Fighter: This charac-
to their opponents in battle.
selves as more than mere fighters. in both hands without penalty. For ter has less to worry about than
Single-class clerics and mages
this reason they are seen more most when battling poisonous
Walking the most difficult path of gain higher level spells sooner
often in studded leather or other, creatures. With a maximum
any class, the paladin abides by than their multi-class counterparts.
lighter armors. Rangers, like other Constitution of 19, the dwarven
the rules of lawful good and fighter may benefit as well from
high-level fighters, can attack Non-human characters may
leads others by the example of increased hit points. Reading
more often with melee weapons. choose to belong to one or more
his chaste and pious ways. In
classes, and in so doing reap a dwarven writing is their specialty.
addition to skill with all types of Prime Requisites: Strength, Dexterity,
few rewards for their trouble. A
arms and armor, paladins pos- Wisdom Paladin: With a gentle touch,
fighter/mage can both melee
sess extra resistance to magical Races Allowed: Human, Elf, Half-Elf your paladin may heal that
effectively and cast spells, though
attacks and poisons. No disease Weapons Allowed: All
wound which otherwise could
his single-class counterparts
can lay them low. And once per signal the end for the afflicted
prove better at their individual
day, they can heal with their lay character. Yet laying on hands is
specialties and advance levels
on hands ability, a skill similar to ♦ Thieves accept no single rule but one benefit of choosing this
or philosophy by which to run more quickly. While this may
the cleric’s cure light wounds elite warrior to do battle in the
their lives. While some may steal sound at first like a weak choice,
spell. This restores two hit points realm of the dark elves. Capable
per his or her experience level. change from a beggar’s cup, oth- ask yourself what your brave
of fighting as well as any fighter,
ers may share their ill-gotten fighter will do when he encoun-
when paladins reach the ninth
Once they reach the ninth level, ters a locked gate for which there
prizes with the less fortunate. Still level, they are able to master a
paladins can use certain cleric is no key.
others see themselves as basically few cleric spells.
spells: bless, cure light wounds,
good businessmen, with perhaps Because their experience points
detect magic, and slow poison. Elven Mage: Moving swiftly,
a slight character flaw. are distributed evenly between
Paladins pray for these spells and your elven mage steps between
cast them exactly as clerics do. In a castle, town, or dungeon, an their classes, multi-class charac-
the paths of two hurtling arrows,
experienced thief of many levels is ters move up through the levels
demonstrating inhuman grace
Prime Requisites: Strength, Charisma
proficient at picking locks and very slowly.
and Dexterity. Benefiting from a
Races Allowed: Human avoiding whatever traps have been high Armor Class (due to
Weapons Allowed: All laid to catch the unwary. To move Dexterity) and the ability to gain
freely and quietly, thieves prefer to levels swiftly as a single-class
wear leather armor, though they are character, the elven mage boasts
♦ Rangers follow the tracks of not averse to travelling well-armed.
their quarry across hard lands, or a maximum Constitution of 17
beneath the dim light of a forest Prime Requisites: Dexterity
and a maximum Dexterity of 19.
canopy, yet never lose the trail. They also read elven writing.
Races Allowed: All
They are trained trackers, hunters, Weapons Allowed: All
and woodsmen, succeeding by
40 41
Human or Half-Elven Cleric: Alignments example of a neutral good char- by the computer. The highest any
Proud of their often formidable There are six possible alignments, acter. A true neutral, on the other score can be is 19, unless
intellects, these single-class charac- or philosophies of life, although hand, strives to maintain the bal- boosted upward through magic.
ters gain levels swiftly. They can a character’s chosen class may ance of good and evil, even to the
For fighters, a percentile value
ascend to a maximum Wisdom of limit your selections. Paladins, point of fighting on evil’s side.
may be added to Strength to
18, and in so doing acquire the for instance, can only be lawful Chaotic characters impulsively show exceptional ability.
maximum number of bonus spells. good. The choices are: follow their beliefs, no matter if
A skilled human or half-elven Strength
♦ Lawful Good they meet with society’s views or
cleric can attain the maximum lev- Strength provides a measure of
not. Whereas a chaotic good
els permitted in the game. ♦ Lawful Neutral effectiveness in battle. As the
character may show occasional
♦ Neutral Good word implies, physical power,
Multi-Class streaks of kindness and benevo-
muscle, and stamina are being
Half-Elven Fighter/Mage/Cleric: ♦ True Neutral lence, a chaotic neutral character
gauged. Stronger characters are
If only this character can survive ♦ Chaotic Good may have no preference towards
able to do more damage with a
long enough, his various talents good or evil deeds, and not care
♦ Chaotic Neutral weapon because they are swing-
will show promise in overcoming about anything either way.
ing the weapon harder than a
any obstacle the Underdark might Two parts make up a character’s
Ability Scores weaker character can.
have to offer. With the exception alignment, and both are equally
of lock picks, a specialty of thieves, important: world view and per- Ability scores are a numerical Fighters, rangers, and paladins
your Half-Elven Fighter/Mage/ sonal ethics. summary of a character’s natural are capable of extraordinary feats
Cleric can employ every item in faculties and abilities. The higher of physical prowess and so may
Lawful characters obey the laws
the game. Although he or she the score, the better their ability possess exceptional Strength
of society and strive for those
can cast spells, draw a sword, and in that area. Each character has scores higher than 18. These
things which will bring the great-
heal wounds, he or she cannot the following abilities. special scores are displayed as
est benefit to the most people and
perform any of these tasks as well ♦ Strength (STR) a percent value following the
cause the least harm. Whereas
as a single-class character with base Strength, such as: 18/23.
lawful good characters strive to ♦ Dexterity (DEX)
the same amount of experience. Exceptional Strength means the
do everything according to the ♦ Constitution (CON) character has a superior ability to
Elven Fighter/Mage/Thief: law and believe the law is always
♦ Intelligence (INT) do the following: hit an enemy,
Here is a jack-of-all-trades who right, lawful neutral characters
can pick locks as well. But like believe in the institution of soci- ♦ Wisdom (WIS) increase the damage done with
each hit, and carry more without
the Half-Elven Fighter/Mage/ ety and will obey orders even if ♦ Charisma (CHA)
becoming encumbered. Refer to
Cleric listed previously, this char- they disagree with them.
The Edit and Keep commands allow the “Strength Table” on page 88
acter also rises slowly through Neutral characters believe in bal- you to make changes to these and “Encumbrance Table” on page
the levels and suffers from a ancing the laws of society and ability scores and then save them. 90 for more information.
scarcity of hit points for most of their personal views. A baron
the game. Each ability score is between 3 Unfortunately, halflings, even
who violates the orders of his
and 18. Modifications to the base halfling fighters, cannot acquire
king in order to destroy some-
score caused by the character’s exceptional Strengths.
thing he sees as evil is an
race are automatically factored in
42 43
Dexterity Clerics find that a high Wisdom wear the best, dwarven-tooled Characters with ability scores of
Dexterity measures a character’s score (13 or more) enables them armor, that beast waiting around 16 or more increase their experi-
speed and agility. Accuracy in fir- to cast extra spells. For more infor- the next corner may boast the ence earned by 10%.
ing a bow or letting loose with a mation, see the “Cleric Wisdom same Armor Class because it is
All characters begin the game
sling are other advantages of a Spell Bonus” table on page 86. fast and small.
with some experience points and
high Dexterity as well as receiv-
Charisma Both magical armor and a high earn more as they adventure.
ing bonuses to one’s Armor
Charisma measures a character’s Dexterity score improve a charac- Multi-class characters, however,
Class. Adversaries simply find it
ability to persuade and command ter’s Armor Class. have these points distributed
hard to hit a quick-moving target.
others. A human character with evenly among their classes, so
Hit Points (HP)
When the Dexterity score reaches a high charisma may become a will gain levels more slowly.
Hit points act as a scale showing
16 and above, fighters can more paladin.
your character’s life force. The Level
effectively manage a weapon in
Other Characteristics more hit points you have, the bet- Level measures how much a
each hand with less penalty.
ter, but when your character’s hit character has advanced in his or
♦ Armor Class (AC)
Constitution points reach zero, he or she is her class, and is raised automati-
Constitution measures the fitness, ♦ Hit Points (HP) dead. At that point you either have cally when a character gains
health, and physical toughness of ♦ Experience Points (EXP or XP) to replace the character with enough experience points. When
your character. A high score in ♦ Level (LVL) another one met by your party in a character rises in experience
this area boosts the total number its adventure into the Underdark, level his or her hit points
of hit points your character Four other elements; Armor or have your party’s cleric attempt increase, and his or her fighting
receives, and with more hit points, Class, hit points, experience a raise dead spell. (Note: the raise ability (THACØ) improves as well.
your character becomes all the points, and level define how well dead spell is not effective on elves.)
a character is doing at any given Characters at higher levels show
more difficult to injure or kill.
point. Unlike race or class, these Experience Points (EXP or XP) a resistance to the effects of
Intelligence scores change constantly based An experience point is a concrete poisons and magical attacks.
Intelligence becomes a key factor on a character’s actions (either measurement of a character’s When at advanced levels, mages,
in a character’s ability to memorize what he’s doing or what’s being progress. Avoiding that gnoll’s clerics, and paladins find them-
and use spells. Mages in particular done to him). silent leap from behind taught selves able to memorize a greater
must be highly intelligent to learn your character something, as did number of spells.
and use their repertoire of magic. Armor Class (AC) honing his sword skills against
Armor Class reflects both a char- To find out how many experience
In all, this ability measures mem- the drow raider two doors back.
acter’s Dexterity bonuses and points a character needs to
ory, reasoning, and learning. Finding treasure, completing parts
whatever armor or shield he or achieve a certain level, refer to
of the adventure, and dispatching
Wisdom she may be wearing. As a score, the “Level Advancement Tables”
foes all lead to increased experi-
Wisdom ensures that the character it measures how difficult your that begin on page 86.
ence points and, eventually, an
possessing a lot of it is less sus- character is to hit and damage. increase in a character’s level.
ceptible to magic. Likewise, a low The lower the AC, the harder it is
score in this area (7 or less) leaves for him or her to be hit. But
a character open to the slightest remember, low AC values are rel-
spell. Wisdom scores of 13 and ative. While your character may
above offer some protection.
44 45
This power functions in exactly the same manner as the spell detect
magic. It allows the caster to determine if any of the items being car- ♦ DETECT MAGIC
ried are magically enchanted. All magic items are indicated for a RANGE: 0 DURATION: Instantaneous AREA OF EFFECT: Carried items
short period of time. High-level paladins can cast detect magic spells. This spell allows the caster to determine if any of the items being car-
ried are magically enchanted. All magic items are indicated for a
short period of time. High-level paladins can cast detect magic spells.
50 51
♦ LIGHT ♦ DARKFIRE
RANGE: Long DURATION: Medium AREA OF EFFECT: 20’ radius globe RANGE: Touch DURATION: Medium AREA OF EFFECT: 1 fire source
This spell causes a luminous glow to appear. The light is equal in Originally developed for use in the ritual worship of Lolth, darkfire
brightness to torch light, but multiple castings do not provide a has since become a well-known battle-spell of the drow. Darkfire
greater light. This is a good spell to use when no torches are avail- gives off no light at all, although creatures with infravision see dark-
able, in the caverns of the Underdark, for example. fire as brighter than ordinary flame. Thrown darkfire does 1–3 hit
points of damage plus 1 point per level of the caster. Fire resistance is
♦ MAGICAL STONE only partially effective against this “wild magic” energy.
RANGE: 0 DURATION: Special AREA OF EFFECT: Special
After temporarily enchanting up to three small stones (no larger than ♦ DRAW UPON HOLY MIGHT — DEX
sling bullets), a cleric may hurl them at an opponent for 1–4 points RANGE: 0 DURATION: Medium AREA OF EFFECT: Caster
of damage. The stones are considered +1 weapons, and the magic of Similar to draw upon holy might — STR, invoking this spell causes
each stone lasts for one half hour or until used. To use this spell, your the cleric’s body to act as a vessel for the energy of his or her god.
character must find the stones, hold them in his or her hands, and This time, however, the caster’s Dexterity increases by +1 for every
then cast the spell. three levels of experience. The effect lasts for the duration of the spell.
It cannot increase Dexterity beyond a value of 18.
♦ PROTECTION FROM EVIL
RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched ♦ DRAW UPON HOLY MIGHT — STR
When this spell is cast, it creates a magical barrier around the recipient RANGE: 0 DURATION: Medium AREA OF EFFECT: Caster
at a distance of one foot. The barrier moves with the recipient and all While the warriors and wizards of Menzoberranzan cower in fear of
attacks made by evil creatures against the protected character receive a their spider goddess, Lolth, the cleric in your party may become a ves-
–2 penalty to each attack roll. Any saving throws against such attacks sel for the power of his or her god. Upon invoking this spell, his or
are made by the recipient with a +2 bonus. In addition, the spell pre- her body shudders and glows with energy. As a result, the caster’s
vents bodily contact by creatures of an extraplanar or conjured nature Strength increases by +1 for every three levels of experience. The
(such as the handmaidens of Lolth and the myrlochar). effect lasts for the duration of the spell. It cannot increase Strength
beyond a value of 18.
52 53
♦ REMOVE PARALYSIS
RANGE: 0 DURATION: Permanent AREA OF EFFECT: Up to 4 characters
Carrion crawlers produce a sticky secretion which can paralyze their
victims for 2–12 turns. Luckily for those who have mastered this
spell, it negates the effects of any type of paralyzation or related
magic. The spell counters hold or slow spells.
54 55
♦ HARM
♦ FEATHER FALL
RANGE: Touch DURATION: Permanent AREA OF EFFECT: Creature touched
RANGE: Long DURATION: Medium AREA OF EFFECT: Special
Terribly effective, this reverse of the heal spell brings a target to
When this spell is cast, the recipients immediately become as light as
death’s door, reducing its victim to very few hit points, no matter how
a feather. The recipients’ falling speed instantly changes to a mere two
many hit points the target had before the spell was cast. But is your
feet per second, and they incur no damage upon landing — as long as
cleric brave enough to shake hands with a verbeeg giant, or would so
the spell is still in effect. Feather fall affects one or more creatures
powerful a creature ever allow him to approach that close?
within a 10 foot radius.
♦ HEAL
♦ IMMUNITY TO ADHERENCE
RANGE: Touch DURATION: Permanent AREA OF EFFECT: Character touched
RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched
A tremendously potent heal spell, this spell completely heals the
This spell confers upon a character a temporary immunity to magical
affected character of all damage, poison, blindness, and paralysis.
webs, natural webs, and roper strands. These perils do not hamper or
cling to the spell’s recipient, who may move and act normally.
58 59
♦ LIGHT ♦ SPOOK
RANGE: Long DURATION: Medium AREA OF EFFECT: 20’ radius sphere RANGE: 0 DURATION: Special AREA OF EFFECT: 1 creature
This spell creates a luminous glow, equal to torch light, within a fixed A spook spell enables the mage to play upon the natural fears of the
radius of the spell’s center. It needs no target and is a good spell to unfortunate creature upon whom this spell is cast. The target of a
cast when the party is low on torches. spook spell sees whatever it fears most: a phantasm of fear which
pursues the creature without hesitation. Should the affected creature
fail a saving throw vs. spell, it turns and flees at its maximum speed
♦ MAGIC MISSILE as far from the casting mage as possible.
RANGE: Long DURATION: Instantaneous AREA OF EFFECT: 1 target
When cast, the mage creates a bolt of magic force that unerringly
strikes one target. If there are two monsters, the missile automatically Second-Level Mage Spells
hits the target closest to the caster. Magic missile spells do greater dam-
age as a mage increases in level. Initially, the missiles do 2–5 points of ♦ AGANNAZAR’S SCORCHER
RANGE: 20 yards DURATION: 2 rounds AREA OF EFFECT: 2’ X 60’ jet
damage, and for every two extra levels the missiles do 2–5 more points.
For example, a first- or second-level mage does 2–5 points of damage, Upon casting this spell a jet of flame appears at the caster’s fingertips
but a third- or fourth-level mage does 4–10, and so on. and bursts outward toward a chosen target. If the target remains
within range it suffers 3–18 points of damage in the first round and
3–18 again in the second. The casting mage cannot perform other
♦ PROTECTION FROM EVIL
actions during the second round of the spell or discontinue the spell
RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched
until it has run its course.
When this spell is cast, it creates a magical barrier around the recipient
at a distance of one foot. The barrier moves with the recipient and all
attacks made by evil creatures against the protected character receive a ♦ BLUR
RANGE: 0 DURATION: Short AREA OF EFFECT: Caster
–2 penalty to each attack roll. Any saving throws caused by such
attacks are made by the character with a +2 bonus. In addition, the The image of a mage with an active blur spell shifts and wavers. This
spell prevents bodily contact by creatures of an extraplanar or conjured distortion makes the character harder to hit with an attack. A true
nature (such as the handmaidens of Lolth and the myrlochar). seeing spell can counter a blur spell.
This spell produces an invisible barrier in front of the mage that This spell causes total, impenetrable darkness in the area of effect.
totally blocks magic missile attacks. It also offers AC 2 against hurled Infravision is useless. Neither normal nor magical light works unless
weapons (darts, spears) and AC 3 against propelled missiles (arrows a light or continual light spell is cast. In the former event, the dark-
or sling-stones). The spell does not have a cumulative effect with the ness spell is negated by the light spell and vice versa.
armor spell. The spell duration increases with the level of the caster.
♦ ICE KNIFE
♦ SHOCKING GRASP RANGE: Special DURATION: Instantaneous AREA OF EFFECT: Special
RANGE: Touch DURATION: Special AREA OF EFFECT: Creature touched By casting the ice knife spell, a mage fires a dagger of ice at his target. A
When the mage casts this spell, he develops a powerful electrical successful hit causes 2–8 hit points of damage. Should the dagger miss
charge that gives a jolt to the creature touched. The spell remains in its target, it shatters and releases a wave of numbing cold. Creatures
effect for one round per level of the caster, or until it is discharged by within the range of this wave can suffer cold damage and move slowly
the caster touching another creature. Shocking grasp delivers 1–8 as if paralyzed. A thrown ice knife cannot be picked up for reuse.
points of damage plus 1 point per level of the mage. Touching it results in the wave of numbing cold described previously.
60 61
This spell produces a pounding torrent of huge hailstones. The spell This spell generates a billowing cloud of ghastly yellowish-green
pummels the targets with 3–30 points of damage. The range of this vapors that is so toxic it slays most creatures. More powerful crea-
spell is based on the caster’s level. tures, however, may simply be poisoned or severely damaged by the
spell. The cloud moves away from the spellcaster, rolling along the
ground like an unstoppable fog of death.
♦ SPIDER SHAPE
RANGE: 0 DURATION: Long AREA OF EFFECT: Whole party
This spell enables the caster to transform the party into spider shapes. ♦ CONE OF COLD
RANGE: Close DURATION: Instantaneous AREA OF EFFECT: 3 squares
Once they have taken arachnid form, they command all the normal
abilities of spiders. This spell causes the mage to project a chilling cone of sub-zero cold.
The numbing cone causes 2–5 points of damage per level of the caster.
For example, a 10th-level mage would do 20–50 points of damage.
♦ STONESKIN
RANGE: Touch DURATION: Special AREA OF EFFECT: 1 character
With this defensive spell, a mage may endow himself or a member of ♦ HOLD MONSTER
RANGE: Long DURATION: Medium AREA OF EFFECT: 1 square
his party with virtual immunity to any attack by cut, blow, or projectile.
Nevertheless, magical attacks have their usual effects. The spell blocks This spell is similar to the hold person spell except that it affects a
up to four attacks, plus one attack for every two levels of the caster. wider range of creatures. The spell’s duration increases with the level
of the caster. The spell does not affect undead creatures.
♦ STOP
RANGE: Medium DURATION: Medium AREA OF EFFECT: 1 creature ♦ PASSWEB
RANGE: Touch DURATION: Medium AREA OF EFFECT: Whole party
This spell confines the movements of one target creature to the space
it occupied when the spell was cast. The target’s motion, airborne or Identical to the 5th-level cleric spell passweb, this spell enables the
otherwise, is instantly halted, but otherwise it retains its full range of passage through existing webs, both natural and magical, as though
body movements. Affected creatures cannot make a saving throw vs. they did not exist. The webs are not disturbed or altered in any way
spell until the second round after the spell has been cast. by this spell or the passage through them.
66 67
♦ TRUE SEEING
♦ DEATH SPELL RANGE: 0 DURATION: Short AREA OF EFFECT: Special
RANGE: Long DURATION: Instantaneous AREA OF EFFECT: 3 squares Menzoberranzan can be a maze to those unfamiliar with its many
This spell slays many weak creatures easily, but kills few strong ones. twists, turns, and magical wards. With this spell, a mage can see things
Some very powerful monsters may not be affected by this spell. as they really are. Your character is not fooled by illusionary walls, and
Hordes of attacking osquip may be good targets for this one. invisible monsters, items, and magical effects become visible.
♦ DISINTEGRATE
RANGE: Long DURATION: Instantaneous AREA OF EFFECT: Special
Simply put, this spell causes matter to disintegrate. The effect is
instantaneous and permanent. The spell creates a thin, green ray
which causes the affected opponent to glow briefly and vanish. It is
possible for an attacking creature to make a successful save vs. spell
and avoid the deadly effects of disintegrate.
♦ DRAGON SCALES
RANGE: Touch DURATION: Long AREA OF EFFECT: 1 character
This spell causes the body of the caster, or any character touched by
the caster, to become armored in dragon scales, effectively lowering
(improving) the character’s Armor Class by 2 for the duration of the
spell.
68 69
The hold person spell only affects men and other humanoid creatures. With this spell, the effect of other spells affecting your party is negated;
however, it does not counter cure spells.
^Draw Upon Holy Might — STR, ^Draw Upon Holy Might — DEX
These two spells allow the cleric’s body to become a vessel for the
power of his or her god. As a result, the caster’s Strength or Dexterity
are increased by +1 for every three levels of the caster’s experience.
70 71
TABLES ♦ CLERIC WISDOM SPELL BONUS* ♦ MAGE EXPERIENCE LEVELS ♦ FIGHTER EXPERIENCE LEVELS
WISDOM SPELL LEVEL LEVEL EXP TO REACH LEVEL HIT POINTS LEVEL EXP TO REACH LEVEL HIT POINTS
SCORE 1 2 3 4 5 6 7
Level Advancement Tables 13 1 - - - - - -
1 0 1–4 1 0 1–10
2 2,500 +(1–4) 2 2,000 +(1–10)
14 2 - - - - - -
3 5,000 +(1–4) 3 4,000 +(1–10)
♦ CLERIC EXPERIENCE LEVELS 15 2 1 - - - - -
4 10,000 +(1–4) 4 8,000 +(1–10)
16 2 2 - - - - -
LEVEL EXP TO REACH LEVEL HIT POINTS 5 20,000 +(1–4) 5 16,000 +(1–10)
17 2 2 1 - - - -
1 0 1–8 6 40,000 +(1–4) 6 32,000 +(1–10)
18 2 2 1 1 - - -
2 1,500 +(1–8) 7 60,000 +(1–4) 7 64,000 +(1–10)
19 3 2 1 2 - - -
3 3,000 +(1–8) 8 90,000 +(1–4) 8 125,000 +(1–10)
* Bonus spells become available when the cleric can normally cast 9 135,000 +(1–4) 9 250,000 +(1–10)
4 6,000 +(1–8)
spells of that level.
5 13,000 +(1–8) 10 250,000 +(1–4) 10 500,000 +3
6 27,500 +(1–8) 11 375,000 +1 11 750,000 +3
7 55,000 +(1–8) ♦ PALADIN EXPERIENCE LEVELS 12 750,000 +1 12 1,000,000 +3
8 110,000 +(1–8) LEVEL EXP TO REACH LEVEL HIT POINTS 13 1,125,000 +1 13 1,250,000 +3
9 225,000 +(1–8) 1 0 1–10 14 1,500,000 +1 14 1,500,000 +3
10 450,000 +2 2 2250 +(1–10) 15 1,875,000 +1 15 1,750,000 +3
11 675,000 +2 3 4,500 +(1–10) 16 2,250,000 +1 16 2,000,000 +3
12 900,000 +2 4 9,000 +(1–10) 17 2,625,000 +1 17 2,250,000 +3
13 1,125,000 +2 5 18,000 +(1–10) 18 3,000,000 +1 18 2,500,000 +3
14 1,350,000 +2 6 36,000 +(1–10) 19 3,375,000 +1 19 2,750,000 +3
15 1,575,000 +2 7 75,000 +(1–10) 20 3,750,000 +1 20 3,000,000 +3
16 1,800,000 +2 8 150,000 +(1–10)
17 2,025,000 +2 9 300,000 +(1–10) ♦ MAGE SPELL PROGRESSION ♦ RANGER EXPERIENCE LEVELS
18 2,250,000 +2 10 600,000 +3
MAGE SPELL LEVEL
19 2,475,000 +2 11 900,000 +3 LEVEL 1 2 3 4 5 6 7 8 9 LEVEL EXP TO REACH LEVEL HIT POINTS
20 2,700,000 +2 12 1,200,000 +3 1 1 - - - - - - - - 1 0 1–10
13 1,500,000 +3 2 2 - - - - - - - - 2 2,250 +(1–10)
♦ CLERIC SPELL PROGRESSION 14 1,800,000 +3 3 2 1 - - - - - - - 3 4,500 +(1–10)
15 2,100,000 +3 4 3 2 - - - - - - - 4 9,000 +(1–10)
CLERIC SPELL LEVEL
LEVEL 1 2 3 4 5 6 7 16 2,400,000 +3 5 4 2 1 - - - - - - 5 18,000 +(1–10)
1 1 - - - - - - 17 2,700,000 +3 6 4 2 2 - - - - - - 6 36,000 +(1–10)
2 2 - - - - - - 18 3,000,000 +3 7 4 3 2 1 - - - - - 7 75,000 +(1–10)
3 2 1 - - - - - 19 3,300,000 +3 8 4 3 3 2 - - - - - 8 150,000 +(1–10)
4 3 2 - - - - - 20 3,600,000 +3
9 4 3 3 2 1 - - - - 9 300,000 +(1–10)
5 3 3 1 - - - - 10 4 4 3 2 2 - - - - 10 600,000 +3
6 3 3 2 - - - - ♦ PALADIN SPELL PROGRESSION 11 4 4 4 3 3 - - - - 11 900,000 +3
7 3 3 2 1 - - - PALADIN SPELL LEVEL 12 4 4 4 4 4 1 - - - 12 1,200,000 +3
8 3 3 3 2 - - - LEVEL 1 2 3 4 13 5 5 5 4 4 2 - - - 13 1,500,000 +3
9 4 4 3 2 1 - - 9 1 - - - 14 5 5 5 4 4 2 1 - - 14 1,800,000 +3
10 4 4 3 3 2 - - 10 2 - - - 15 5 5 5 5 5 2 1 - - 15 2,100,000 +3
11 5 4 4 3 2 1 - 11 2 1 - - 16 5 5 5 5 5 3 2 1 - 16 2,400,000 +3
12 6 5 5 3 2 2 - 12 2 2 - - 17 5 5 5 5 5 3 3 2 - 17 2,700,000 +3
13 6 6 6 4 2 2 - 13 2 2 1 - 18 5 5 5 5 5 3 3 2 1 18 3,000,000 +3
14 6 6 6 5 3 2 1 14 3 2 1 - 19 5 5 5 5 5 3 3 3 1 19 3,300,000 +3
15 6 6 6 6 4 2 1 15 3 2 1 1 20 5 5 5 5 5 4 3 3 2 20 3,600,000 +3
16 7 7 7 6 4 3 1 16 3 3 2 1
17 7 7 7 7 5 3 2 17 3 3 3 1
18 8 8 8 8 6 4 2 18 3 3 3 1
19 9 9 8 8 6 4 2 19 3 3 3 2
20 9 9 9 8 7 5 2 20 3 3 3 3
88 89
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