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LIMITED WARRANTY

Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the enclosed program is recorded
will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If
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within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to
TABLE OF CONTENTS
The Meeting ...... :............... .. .. .... ......... .. .. ............................. .. .. ................ .. .. ...... ........... .............. 1
Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201 , Sunnyvale, CA 94086-2901 and SSI will replace
the diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the first 30 days, The Commission ........ ...................................... .............................. ... .................................. ...... .. 2
return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00 (each disk) plus Introduction ... ............................................................ .. ... ............................................. ...... .. ...... ..3
$3.00 for shipping and handling. California residents, add applicable sales tax. The Eye of the Beholder World ............. ... ............................................................................ 3
What Comes With This (jame1 ...... ........ .. .......................... .. ......... ..... ...... ........................ .. 3
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO- Copy Protection ...... ..... ... ....... .. ........ ................ ..... .............................. .. .......................... .... .3
GRAM RECORDED ON THE DISKETIE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR QUALITY, (jetting Started QUickly .......... ,.... .. .... ..... .... .... ... ... ..... ..... ................................. ..... .. .... .... ..... 3
PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM (jAME RULES .. ... ........ .................. ........................ ............ ...................... ........................... ....... 4
AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH Building a Party .................. ............ ........................................................... ..... ..... ... .. ...................6
THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUEN- Character (jeneration Screen ... .............................. .. .............. .. ............ .. ............................... 6
TIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN (jenerating Characters ................ ... ... .. ................................... .... .. ........................................ 6
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR Keep/Modify Character Screen ................ ... ...... ................. .. .... .. ... ............... ... .. ............. .. .. ..8
LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, When the Party is Complete .... ... .............. .... ... ... ...... .. .. ,................. ..... ................. ... ........ .... 8
SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
Characters that Join the Party (NPCs) .............................................. .. .. ................................8
The enclosed software program and this Rule Book are copyrighted. All rights are reserved. This Rule Book
How to Play Eye of the Beholder ................................... .............................................................. 9
may not be copied , photographed , reproduced , or translated or reduced to any electrical medium or Adventure Screen .................. .. .... ................. ............................... .. ..... ........................ .......... 9
machine readable form, in whole or in part, without prior written consent from SSI. The program accompa- Equipment Screen ... ... .. .. ..... ..... .............. ,.. ......... .. ........ .. .. ... .... .. .. ........................................ 11
nying this Rule Book may be copied , by the original purchaser only, as necessary for use on the computer Character Screen ... ...... .. ............ .. .. ............................. ... .. ............................................... .... 12
for which it was purchased. Camp Screen .. ............... ... .. ........... ........................... ... ...,........ ...........................................13
Actions .. ........................................... .. ..... ... .............. .. .. .............. .. ........... ,............................ ..... 15
ADVANCED DUNGEONS & DRAGONS, AD&D , FORGOTIEN REALMS and the TSR logo are trademarks
PLAYER REFERENCE ................................... ..... ...... .. ... .. ......................................... .. ..... ........ 18
owned by and used under license from TSR, Inc., Lake Geneva, WI, USA.
Characters ........................ ..... ... ..... ...... ....................... ................................................... ............ .19
©1990 Strategic Simulations, Inc. All rights reserved. ©1990 TSR, Inc. All rights reserved.
Races ......................... ........................ ....... .. ................................. ..... ............ ........... .. ...... .. 19
Classes .............. ..... .............. .. ........... .... ... ,.... ,.. ... .. ................ .... .... .... .... ... ..... ..... ................ 23
WHAT TO 00 IF YOU HAVE ADEFECTIVE DISK Alignment ............................................ ..... ... ... ... ... ............................................................25
Ability Scores ........................................................ .............................. ............... ................ 25
Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to Other Characteristics .... .... .......................... ............................. ,.. ....... ,.... ,................... ........26
uncover and correct any errors in programming. However, due to the complex nature of our simulations, Spell DeSCriptions ............................. ..... .... ..... .. ............ .. .......................... ..... .... ............ .. ..... .. .... 27
some program errors may go undetected until after publication. In addition to errors in the program, there
First Level Mage Spells ............ .......... ..... .......... .............. .. ........... ..................... ...... ... .. ...... 27
are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to
5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk
Second Level Mage Spells .. .. .... ..... ........................................... .................................. ........ 28
drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the Third Level Mage Spells .......... ;..... .. .... .... ... .. .... .... ... .. ........................................ ... ........... .. 28
problem is with a disk drive that needs servicing for alignment, speed, or cleaning. Fourth Level Mage Spells ... ........... ... .. ... .. ... ................... ........... ......................................... 30
Fifth Level Mage Spells ............. ............ .. ... .. ................................ ..... ........ ... ... .. ... .............30
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our First Level Cleric Spells .. .. ................ .. .... .. ........ .. ........... ,.......,.............. ,.......... ... ...... ....... ... 31
Customer Support Department, along with a note describing the problem you have encountered. A replace- Second Level Cleric Spells ................ .. ... ...... .. .............................................. .... .......... ......... 31
ment disk will be provided upon our receipt of the defective disk. Third Level Cleric Spells ........... .. ........... ....... ................ .. ........ ............... .. ......... ..... .... ........ 32
Fourth Level Cleric Spells .. .. ..... ................................... ........ .. ........ .......................... ... ........ 32
Should you uncover an error in the program, return both your game disk and any "save game" disks to our Fifth Level Cleric Spells .. ............ .. .. ... .. ... .. ............................................................. ....... .. .... 33
Customer Support Department. Please enclose a description of what was taking place in the game when the HISTORY OF WATERDEEP .... ....... .... ............................................ .. ...................................... 34
error occurred. Upon correction of the program error, we will return an updated disk to you. Bestiary .. ........ .................................. .................... .. ........... .. ............................. ... ... ..... ..... .......... 38
Tables ........... ................. .... ................ .......... ................................... ,...... ............... .. .. ... ............. .. 42
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.
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~THE MEETING ~ ~THE COMMISSION ~


Piergeiron, the chief Lord of Waterdeep, has called the party to a meeting and gives you the 'The sewers" Piergeiron says. "I would hide in the sewers. And that is where I think you should
following letter: start." He hands you an official document with the seal of Waterdeep prominently displayed.

J have investigated ):,01-11' concel'ns, m):' fl'iend, and J am afl'aid the


news is not good. MOl'e than that, it is maddening and f"l-Ist"ating. The
signs of evi l a"e clea", as ):,01-1 know, and g"owing . Befo"e J left J
c- :; . Commission and!deller ofg}{ary(ue ~

hea"d "I-Imo"s of assassins in the city, b):' T):,,,, In Wate"deep! J am not 7£is documenl is a bindin!j commission o/service 10 I£e i3orl:is and
sl-l"e what to believe an):'mo"e. sovereljn dly oj72}alerdeep. 7£e bearers o/I£is documenl are a!jenls 0/

J have visited both Amn and Calimshan, these cities have given 1-15 I£e i3ord.s oj72}alerdeep andare !jranledfullrrj£ls o/passa!je beneal£
t"ol-lble in the past. J sl-lspected that 01-1" p"oblems now might be thei" I£e cily oj72}alercleep. 71ny 01£0 woulddare inler/e re risb I£e /ull
doing, bl-lt J find no evidence of it. M):, info"mants seem clea" on this penally 0/our wralh.
point at least. None have even hea"d of 01-1" ell-lsive Xanathal'. No,
these t"aces of evi l a"e not f"om ol-ltside Wate"deep, bl-lt f"oW)
within ... 0" pe"haps below? M):' magics did detectthe evi l, bl-lt not its gnformalion £as been presenled10' us I£all£ere is a pial afool in our
All of 01-1" attempts to find its cal-lse have been fo" nal-lght.
501-1 "ce. dly. evidence poinls 10 I£e sewers I£al run beneal£W alerdeep. We
The onl):' thing we have "Iea"ned " is that the name Xanatha" "ecI-I"s £ave no informalion aboull£e exacl nalure o/I£e I£real, bul we feell£e
with g"ave pe"sistence. Whe"e have we NOT looked, Paladinson m):'
ur!jency is !jrave. We commission you 10 find I£e nalure o/I£e dan!jer,
f"iend? Whel'e is it the City Watch neve" pat"ol? Whel'e wOl-lld you
hide f"om the Watch and the Lo"ds of Watedeep withol-lt leaving the andlo deslroy II {you are able.
Mea of the city? J can onl):' think that we Me ove"looking something
I-Inde" 01-1" ve"):, noses. you are !jranled/ullrrj£ls 0/marrue. 71lllreasures, arl{acls, or

J will "etl-l"n to the Co 1-1 nci I soon, m):' investigations he"e a"e clea"l):' ol£er valuables are yours by rrj£1 0/conruesl.
f"l-litless. Bl-lt do not wait fo" me - hi"e adventl-l"es as the othe"s have
sl-lggested. The):' ma):, not have 01-1" biases. Pe"haps a new ol-ltlook 7£is OInt is made Ie!jalandbJndin!j by our marb on I£is fif!£ day 0/
will help .
YKarpenol£ In I£e year 0/c5£adows .

. KhelbeV\
~ INTKODUCTION~

The Eye of the Beholder World What Comes With this Game?
EYE OF THE BEHOLDER is an all 3-D, Legend You should have the following items in
Series computer role-playing adventure your game box:
based on the popular ADVANCED DVNQEONS • Rule Book
& DRAQONS®2nd Edition game rules and an • Data Card
original story created for this game. The • Sewer Map Poster
action takes place in the sewers and cata- • Disks
combs beneath the City of Waterdeep in This Rule Book explains how to play the
TSR'SFORQOTIEN REALMS®game world. game, the effect of magic spells, and so on.
Everything in EYE OF THE BEHOLDER is from The Actions section beginning on page 15
your point of view. Watch the walls pass by explains specifically how to perform a
as you move through the sewers beneath number of activities in the game.
the ancient city of Waterdeep. Pick up items The Data Card contains information on
by grabbing them. Open doors with keys or how to load the game and play it on your
by pressing buttons or pulling release levers. specific computer. It also explains how to get
See monsters draw nearer to you and close right into the game with the pre-built party.
for battle. Attack by using the weapons your
characters have in their hands, or cast spells The Sewer Map Poster gives you an idea
by using your clerics' or paladins' holy what the first three levels of the dungeon
symbols and your mages' spell book icons. look like. Remember: These maps are some-
Those in the front of the party may attack what out of date or incomplete.
with weapons such as swords and maces,
while characters in the rear ranks may attack Copy Protection
with spells or ranged weapons such as bows. There is no physical copy protection on your
EYE OF THE BEHOLDER disks, so please make
A key to playing EYE OF THE BEHOLDER copies and put the originals away for safe-
is understanding the difference between keeping.
Take, Use, and Select. Taking involves
actions such as picking up or dropping items. To assure that you have a legitimate copy of
Vsing involves actions such as attacking the game there will be a verification ques-
monsters with weapons, or indicating that tion whenever you begin playing the game.
a cleric or mage wishes to cast a spell. A picture will be displayed on the screen.
You can only Use items from the main You must find the matching illustration in
Adventure Screen. Selecting involves the upper right-hand corner of the Rule
choosing buttons such as spell Level Buttons Book, and answer a question from that page.
or the Camp Button, or choosing from lists
such as picking spells to cast or memorize. Getting Started Quickly
Exactly how to Take, Vse, or Select items A saved game containing a pre-built party
and options with your mouse or keyboard comes with your ga me. To get right into the
(some systems only) is described in the Data game load this saved game following the
Card for your computer. instructions on your Data Card.

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~BUILDING A PAKTY~
- .. s.

•• • • •
You must generate four characters to have Generating Characters
a complete party. A good mix of races and To make a character Select one of the four
classes is essential to completing the Character Boxes. After you have chosen a
adventure. Warrior classes such as fight- box, Select the new character's race and
ers, paladins, and rangers are needed to gender; class, alignment, and portrait.
deal with the many horrors that block Cienerally you can change your last choice
~ ~ 0 "~,, lIill., TIm AlmA your path. Clerics and mages support the by selecting the Back Button on the bot-
• r"",1'IMd.fit. quest with their magical abilities 00- tom right of the screen .
~
~.lMr'm; AROUND clerics have powerful healing and protec-

1
.. ,f... Race
WATERDEEP tive spells, while mages attack with mys-
~ ""~6ftItIat16 tic force. Thieves are handy when progress There are six races, or species to choose
~~- is barred by a locked gate for which the from:
k@m /MNI14IIId • Human • Elf
1---~':--'I party has no key. Read the Characters
~" section on page 19 for more information • Half-Elf • Dwarf
HBU • Cinome • Halfling
, '00 Z()() 3IJtJ No SIJ()
I
G()(I
on selecting members of your party.

5 6
Each race has unique advantages and Portrait
characteristics. Different races are eligible You must Select the picture, or Character
for different classes and each has unique Portrait, that represents the character in
modifiers to attributes such as strength or the game. During the game the position
wisdom. For more information see the of the portrait on the screen indicates if a
Races section on page 19. character is in the front or rear ranks of
the party. Select the portrait to examine
Class characters' Equipment Screens.
Classes are occupations. Some races have
the option of having more than one class Select the arrows to display sets of
simultaneously, but there are six basic portraits, and then Select your character's
options: Portrait.
• Fighter • Ranger
• Paladin Ability Scores
• Mage
• Cleric • Thief Ability scores are generated for the
character after you Select the Character
A variety of classes is needed in a party to Portrait. These are a summary of the
get all of the skills needed for the character's natural abilities and faculties.
adventure. Paladins will not join parties Each character has the following scores:
with evil characters. If you already have
an evil party member you cannot generate
• Strength
• Wisdom
• Intelligence
• Dexterity
- •• •• T.

a paladin. For more information see the • Constitution • Charisma


Faces Returns to the portrait selection Characters that
Classes section on page 23. Join the Party (NPCs)
These scores can be modified or generated option.
Alignment again after you Select a portrait for the In addition to the four regular characters,
Keep Accepts the character into the party.
Alignment is the philosophy by which a character. For more information see the up to two more non-player characters
character lives and deals with the world. Ability Scores section beginning on page Name your character after selecting Keep (NPCs) may join the party at a time. As
There are nine possible alignments, 25. After attribute scores are generated and the new character will join the you adventure these characters may ask to
although a character's class may limit the options to keep or modify your character adventuring party. join your characters. If you accept, they
selection. Paladins, for example, can only are displayed. join and act as any other characters under
be Lawful (jood. The choices are: When the Party is Complete your control. Occasionally NPCs offer
Reroll (jenerates a new set of ability
• Lawful Ciood • Lawful Neutral • Lawful Evil When you have generated four characters advice or give you information. NPCs
scores for the character.
• Neutral Ciood • True Neutral • Neutral Evil that you are happy with select the Play may leave your party or you may drop
• Chaotic Ciood • Chaotic Neutral • Chaotic Evil Modify Allows you to selectively change Button below the Character Portraits to them at any time.
Evil characters cannot join parties with the character's ability scores and hit points, begin the game.
paladins. If you already have a paladin to match a favorite AD&D®game character
you cannot generate an evil character. For for example. After selecting Modify, Select
more information see the Alignment the score to change, and then Select the Plus
section on page 25. or Minus button to alter the score. Select the
OK Button when you are finished.

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~HOW TO PLAY EYE OF THE BEHOLDEK~ Front Rank Characters These two char- in his secondary hand. Only fighters,
acters are the only ones that can attack paladins and rangers can use a secondary
• • • • o •
with melee weapons (swords, maces, etc.) weapon and even they suffer a penaly in
or certain short range,spells. combat. Vse spell book icons or holy
symbols to cast spells.
Rear Rank Characters These characters
are away from the front line risks and can Weapon Vse in-hand weapons to attack
only attack monsters with ranged weapons monsters. This is identical for both melee
(bows, darts, etc.) and spells. Rear rank and ranged weapons.
characters can only be hit by monsters'
melee attacks if the creatures are attacking Spell Book Vse this icon to cast memo-
from the sides or rear of the party. rized mage spells. When you Vse a spell
book the compass is replaced by the Spell
Character Portrait Select this to choose a Menu. When the menu is displayed
character or view his equipment. If the Select a Level Button and then the spell.
Character Portrait is grayed, the character
is unconscious. If it is replaced by a skull, Holy Symbol Vse this to cast cleric spells.
the character is dead. To cast cleric spells Vse a holy symbol and
the compass is replaced by the Spell
Spell Effect Box A colored line around a Menu. When the menu is displayed
character shows that the character is Select a level button and then a spell.
affected by a spell. A dashed line shows Paladins invoke their natural healing
that the character is affected by two types ability as they would a cleric spell.
of spells. The color of the indicator
describes the type of spell. See your Data Hit Point Bar This displays the character's
Card for a description of the colors on current condition. Color changes
your computer. indicate the character's status. See your

• -. .. Name Bar Vse this to exchange positions


of party members. Vse one Name Bar and
then another. The two party members will
Data Card for a description of colors on
your computer. To display hit points as a
numeric value Select Bar Ciraphs
ON/OFF from the Preferences Menu
3-D View Window This is your window Item Treasure, food, weapons, and
trade places. under the Camp options.
to the world. Here you can see the area other items can be found throughout the
around your party, items lying in the dungeon. Primary Hand Cienerally a character car- Camp Button Select this to rest the party,
dungeon, and attacking monsters. ries a weapon in his primary hand. The memorize spells, and heal the party. The
Movement Buttons These move and
character can hold anything in his camp menu also allows you to save the
(jate Ciates occasionally block your path. tum the party.
Primary Hand that he can hold in his current game, quit. or make adjustments
Each gate may be different. For example,
Compass This indicates the party's Secondary Hand. Vse in-hand weapons to game sounds and so on. See the Camp
some you can open simply by pulling a
heading. Vse the compass to maintain to attack monsters. section on page 13 for more information.
lever or pressing a button, others may
your orientation and to map the lower
require a key or lockpick. Secondary Hand Cienerally a character
levels. The compass is replaced by the
carries a shield, secondary weapon, spell
Button Buttons and levers can be found Spell Menu when characters cast spells.
book, holy symbol. or miscellaneous item
on the walls near some gates.
9 10
•••• •• • • • •• • •

•••• • • • • PI •

• G£ • O. £ •
• -. .. •

Character Portrait Select this to return to Ability Scores Represent the character's
Character Portrait Select this to return to Quiver Indicates any arrows the character the Adventure Screen. natural abilities and strengths.
the Adventure Screen. has. Select arrows over the quiver to fill it.
Hit Point Bar Displays the character's Current Experience Represents how
Hit Point Bar Displays the character's Body Parts [Torso, Wrists, Fingers, Head, current condition. much the character has learned through-
current condition. Neck and Feet) Place items to be worn on
Food Bar Indicates if the character has out the adventure. When the character
Food Bar When a character has run out the appropriate box. For example, rings are
enough food. gains sufficient experience, his level
of food he loses 1 HP per 24 hours and placed on Fingers, armor on the Torso, etc.
increases.
cannot memorize or pray for spells. See Primary Hand Shows what the character NextlPrevious Character Buttons Select
these to view other characters' equipment. Current level How far the character has
Eating in the Actions section. has in his primary or 'weapon' hand.
advanced in his class.
Food Packet Food can be found in the Secondary Hand Shows what the char- Class This is the character's occupation (or
occupations if the character is multi-classed). Other Page Button Select this to return
dungeon. acter has in his secondary hand.
to the Equipment Screen.
Plate Take food and Select it on the plate Belt Pouch Vp to three items can be car- Alignment Describes the character's ethics
to have a character eat. ried in the character's belt pouch. If the and how he interacts with the world.
NextlPrevious Character Buttons Select character keeps spare throwing-type
these to view other characters' equipment. weapons in the pouch, replacements are
automatically transferred to the character's
Backpack Items carried in the character's hand as weapons are spent in combat.
backpack are shown here. Other Page Button Select this to see the
Character Screen.
11 12
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GL • • • E •

are the number of each type of spell the



• Mouse This turns the mouse interface
character will have when he finishes on and off. This may not be available on
resting. Highlighted numbers are unmem- all systems.
CaMPi
orized spells. Select the Clear Button to
R@s"t P'ar-"t-!l' blank any unmemorized spell choices or a (jame Options Select to display a
Level Button to choose spells of another menu with options for saving the current
"'eMorjz.e SpeJJ~ level. Select the Exit Button to end choices game or loading a previously saved one.
p,.al.!:I to,. SpeJ Js for that character. (jame Options Menu
Scribe Scrolls Transfers spells from a Load Game
S(;r-jhe Strolls Save Game
scroll to a spell book. After Selecting
P~~f~~~ne~s Scribe a list of spells on scrolls is displayed. Drop NPC
Quit Game
GaM@ Op"tjons Preferences Select to control game
functions such as sounds and display. • Load Game retrieves the stored game.
Exj"t • Save Game stores the current game to
Preferences Menu
disk. Saving regularly is a good idea.
Tunes are ON/OFF
• •• • • Sounds are ON/OFF • Drop NPC allows you to order an NPC
Rest Party Select to have the party rest, Memorize Spells Select to choose or Bar Graphs are ON/OFF (a Non-Player Character who has joined
heal, and memorize spells. When you examine the set of spells the mage will Mouse is ON/OFF the party during the adventure) to leave
choose this option, you will be asked if learn when he rests. The Spells Available the party.
• Tunes This turns background music on
you want to have healers cure the party. menu will appear when you Select this and off. • Quit Game exits EYE OF THE BEHOLDER.
If you Select the Yes Button characters option. Select spells to memorize. The
with cure spells automatically cast them numbers to the right of the spell names are • Sounds This turns sound effects on Exit Select to leave the Camp Menu.
on wounded characters and rememorize the number of each type of spell the char- and off.
those spells, and any others chosen, while acter will have when he finishes resting.
• Bar Graphs This changes between
the party is resting. Vnless you choose Highlighted numbers are unmemorized
displaying hit points as a bar graph or
new spells, characters will rememorize the spells. Select the Clear Button to blank
numeric value.
same spells as before. The amount of time any unmemorized spell choices or a Level
the party rests is based on the highest Button to choose spells of another level.
number and level of spells being memo- Select the Exit Button to end choices for
rized or prayed for. A party's rest may be tha t cha ra cter.
interrupted by wandering monsters.
Pray for Spells Select to choose or
Characters who have a blank Food Bar examine the set of spells the character will
cannot regain spells until they eat. learn when he rests. The Spells Available
menu will appear when you Select this
option. Select spells to memorize. The
numbers to the right of the spell names

13 14
~ACTIONS~
Examine Part of the Dungeon Move Memorize Mage Spells Look under the
The following section describes how to Cast Magic User Spell Vse the the cursor over an item, such as a dagger Spells option in the Camp section.
perform most actions in the game. The character's in-hand spell book icon. The or body, or a dungeon feature, such as Characters cannot memorize new spells if
basic parts of each action are the Take, spell book can be in the mage's secondary writings or drains on walls and Select it. they are starving.
Vse, and Select functions. These are hand. Select the spell Level Button from Information about the selected item or
feature is displayed in the Message Area Move in Dungeon Select the Movement
described for each computer in the Data the Spell Menu and then the spell to cast. arrows or the keyboard commands
Card. The Data Card may also have Select target characters for any spell that below the 3-D window.
described in your Data Card.
keyboard commands for actions (not affects members of the party. Attack spells Fire a Ranged Weapon (Bow or Sling)
available on all systems). can only be launched at monsters that are Place the weapon in the character's Open a (jate Ciates throughout the
visible in the 3-D Window. primary hand and place ammunition in the sewers are not all opened in the same
"In-hand" refers to items in either the fashion. Some gates are opened by release
primary or secondary hand. You can only Cast a Cleric Scroll Spell Vse an in-hand secondary hand. To get an arrow Select a
filled quiver; and then Select again over the levers or buttons. To open these place the
Vse items from the Adventure Screen. scroll. The scroll is consumed when the cursor over the release and Select it. If the
spell is released, and lost forever. hand. As you fire the weapon, replacement
Attack Monster To attack monsters Vse ammo will be automatically transferred door is locked, you need to Select a key
a character's in-hand weapons. Only the Cast a Mage Scroll Spell Vse an in-hand from either the quiver (bows) or belt pouch over the lock or a thief may Select a lock-
front rank characters can attack with scroll. The scroll is consumed when the (sling stones) if it is available. pick over the lock.
melee weapons (swords, maces, etc.), and spell is released, and lost forever. Paladin Heal Vse an in-hand holy
the monster must be visible in the 3-D Fire a Ranged Weapon (Dagger or Dart)
Change Order of Characters To change Vse any in-hand dagger or dart. Replace- symbol, Select the Lay on Hands "spell"
Window. Characters in the rear ranks can from the spell menu, then Select the target
attack with ranged weapons (bows, darts, the order of the party Vse the Name Bar ments are automatically drawn from the
of one character from the Adventure character's belt pouch if they are available. character.
etc.). After you have attacked with a
weapon it is grayed until it is ready again. Screen and then the Name Bar of a Pick a Lock To pick a lock Take the thief's
second. The two will trade places. Force Open a (jate Select the bottom of a
partially open gate to attempt to force it lockpick and Select it over the lock. The
Camp Select the Camp Button on the thief character will automatically attempt
bottom right side of the screen. Camp Drink a Potion Vse an in-hand potion. open. The strongest character automatically
makes the attempt. to disarm any traps he finds in the lock.
gives you options to save the game, tum Drop an Item Select an item, carry it to
sounds on and off, have spell-casters the 3-D window and Select it again below (jive an Item To have a character move Scribe Scroll Spells into Spell Book
memorize spells, and more. the center line of the window to drop the an item from his Equipment Screen to Select the Camp Button, then the Spells
object. To throw an item Select it above another; Take the item, Select the Next or option, then Scribe Scrolls. A menu of all
Cast Cleric Spell Vse the character's in- available spells is displayed.
hand holy symbol. The holy symbol can the 3-D window center line. Previous Button until you reach the
be in the character's secondary hand. Eat Cio to the Equipment Screen, Take recipient and Select the item again over Take an Item Move the cursor over the
Select the spell Level Button from the Spell food and Select it over the character's the appropriate box. item and Take it. To place it in a backpack
Menu and then the spell to cast. Select Plate. Manipulate Dungeon Features Move or belt pouch, or to wear it, carry the item
target characters for any spell that affects the cursor over a dungeon feature, such as over the Character Portrait and Select the
members of the party. Attack spells can Examine Character's Equipment Select portrait to get the Equipment Screen and
a Character Portrait from the Adventure a lever; button, or a chain and Select it.
only be launched at monsters that are Select the item over its destination.
visible in the 3-D Window. Screen. Memorize Cleric Spells Look under the
Spells option in the Camp section.
Examine Character Information Select
a Character Portrait from the Adventure Characters cannot pray for new spells if
they are starving.
Screen, then Select the Next Page Button.
15 16
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Throw an Item Select an item, carry it to Unlock a Ciate To unlock a gate Take a
the 3-D window and Select it again above key and Select it over the lock.
the center line of the window to throw
Wear an Item To wear an item such as
the object. To drop an item Select it below
armor, a helmet, or a ring, Take the item
the 3-D window center line. This type of
and place it in the appropriate box on the
throwing is not the same as "throwing" a
Equipment Screen. To get to the
dart or dagger, which is described under
Equipment Screen from the Adventure
Fire a Ranged Weapon.
Screen carry the item over the Character
Turn Undead Paladins of third-level Portrait and Select the picture.
or higher and all clerics automatically
attempt to turn any visible undead.
Vndead approaching the party from the
back or sides are unaffected until the
adventurers turn to face them.

17
~ CHARACTERS ~
around 600 years old. Where dwarves are
taciturn and hard working, the gnomes are
-
Halflings are a diminutive people famous
for their congeniality and love of comfort.
Your adventuring party is made up of up Dwarves are by nature non-magical, and more carefree and lively. Never turn your Their facial features are round and broad
to four characters, each with his or her have innate resistances to spells as well as back on a gnome, however - they are and they typically have curly hair.
own unique strengths and weaknesses. many poisons. diabolical and enthusiastic practical jokers. Halflings are fairly short, a little shorter
Every character has a race, class, and set • Ability Score Modifiers: Constitution than dwarves, and quite plump. They are
of attribute scores. Race is the character's Cinomes are fairly magic-resistant, and
+1, Charisma -1 gain a +1 combat bonus against kobolds. sturdy, industrious, and generally quiet
species and there are six races to choose and peaceful. Their burrow homes are
• Allowable Classes: Cleric, Fighter,
from: dwarf, elf, gnome, half-elf, halfling, • Ability Score Modifiers: Intelligence well furnished, and their larders are
Thief, Fighter/Cleric, FighterlThief
and human. Class is the character's +1 , Wisdom-1 always well stocked. Halflings are well
occupation. Some races are allowed to • Level Restrictions: Cleric 10th-level
• Allowable Classes: Cleric, Fighter, liked by nearly all other races. Cinomes
have more than one class simultaneously, Elves are slimmer and somewhat shorter Thief, ClericlThief, Fighter/Cleric, especially like the hal flings, whom they
these are called multi-class characters. than the average human and are easily FighterlThief feel are kindred spirits.
The basic choices of class are: cleric, distinguished by their fine features and • Level Restrictions: Cleric ninth-level
fighter, mage, paladin, thief or multi-class. Halflings have innate magic resistance
pointed ears. They often live more than
Attribute scores define the character's Half-elves inherit several advantages and have a +1 bonus with slings.
1,200 years. Elves do not like the confines
physical and mental prowess, and they of civilization. They delight in natural from their mixed parentage. They • Ability Score Modifiers: Strength-1,
are: strength, dexterity, intelligence, beauty, singing, and carefree playing. To resemble their elvish parents in facial Dexterity +1
wisdom, and charisma. outsiders, elves often appear to be haughty appearance, but half-elves are taller and • Allowable Classes: Cleric, Fighter,
and cold, although they are known to be heavier than most elves, approaching Thief, FighterlThief
Races fiercely loyal to friends. human norms. While not as long-lived as
• Level Restriction: Cleric eighth-level,
Dwarves are a short, heavily built demi- true elves, they live, on average, about
Elves of all classes are taught archery from Fighter ninth-level.
human race. They stand between 4 and 4 250 years . For the most part, half-elves
'/2 feet tall, but generally weigh more than a very young age, and they receive a +1 can travel and mingle in both elvish and Humans are the most adaptable and,
150 pounds due to their heavily muscled bonus with any type of bow, and long or human company, although rarely are they hence, most prevalent race. Humans vary
build. Dwarves live from 350 to 450 years. short swords. Elves are highly resistant to truly accepted in either. more than any other race in size, skin
They are famous for their skill in all any type of Sleep or Charm spell. color, and hair color. Typically they live
Half-elves have the greatest selection of
manner of crafts, from metalworking to • Ability Score Modifiers: Dexterity +1 , around 70 years. Human societies are
class combinations of any of the races.
stone masonry. Dwarven weapons Constitution -1 more diversified than any of the other
They inherit an innate resistance to Sleep
command high prices in markets around • Allowable Classes: Cleric, Fighter, races, and also more aggressive and
and Charm spells, but to a lesser extent
the world, and pieces of their fine jewelry Mage, Ranger, Thief, Fighter/Mage, acquisitive. Where the longer-lived races
than full-blooded elves.
are literally part of every king's ransom. In FighterlThief, MagelThief, wait patiently and take a long-range view
addition to intricate workmanship, dwarves Fighter/MagelThief • Ability Score Modifiers: None of the world, humans tend to muster their
are known for tremendous courage and • Allowable Classes: Cleric, Fighter, efforts for immediate gain.
• Level Restrictions: None
tenacity that borders on the fanatic. Mage, Ranger, Thief, Fighter/Cleric, • Ability Score Modifiers: None
Cinomes are distant kin of the dwarves, FighterlThief, Fighter/Mage, Cleric! • Allowable Classes: Cleric, Fighter,
although the latter are loathe to admit the Ranger, Cleric!Mage, Thief/Mage, Mage, Paladin, Ranger, Thief
relation. Cinomes typically live to be Fighter/Mage/Cleric, Fighter/ • Level Restrictions: None
MagelThief
• Level Restrictions: None

20
19
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Classes spells and greater power against undead. warriors and clerics may charge to the fore suffer a small penalty to their attacks if a
Each class has its own unique strengths, Clerics with wisdom of 13 or higher gain of a battle, mages tend to hang back and paladin is in the party.
and each offers valuable talents and skills extra spells (See the Cleric Wisdom pummel foes with mystic attacks. Mages
Bonus table on page 42.). At third-leveL paladins can turn undead as
to a party. Fighter-types - fighters, tend to be reclusive and spend most of a cleric two levels below their own. At
rangers, and paladins - are needed to • Prime Requisite: Wisdom their time researching new spells and ninth-leveL paladins gain the ability to cast
battle past the creatures that stand in the • Races Allowed: Human, Dwarf, Elf, ancient magical lore. certain cleric spells, although they can
way of victory and glory. Thieves are very qnome, Half-Elf, HaWing Mages cannot wear any type of armor. never use cleric scrolls. Paladins pray for
handy when the party runs across traps. • Weapons Allowed: Mace, Rail, Staff, This is because they have no training or their spells and cast them exactly as clerics.
Mages offer powerful spells, and clerics Sling aptitude for martial skills, and armor is
can both fight and heal the wounded. Paladins can use the follOWing cleric spells:
restrictive and interferes with some spell- Bless, Cure Light Wounds, Detect Magic,
Each class has one or more prime requi- Fighters are warriors, experts in weapon- casting. Also because of their lack of
skills and battle tactics. Fighter training Protection From EviL Slow Poison.
sites, or ability scores that are important to martial inclination, mages are severely
the class. A character with prime requisite includes use and maintenance of all limited in the weapons they can use. • Prime Requisites: Strength, Charisma
scorers) of 16 or greater advances some- manner of weapons and armor. Fighters Mages become very powerful as they • Races Allowed: Only Human
what faster in levels. can use any type of armor or weapon increase in level. • Weapons Allowed: All
without restriction. Whether for glory or
Clerics are warrior priests, men and profit, fighters can be found in the • Prime Requisite: Intelligence Rangers are trained hunters, trackers, and
women who carry their faith in their thickest parts of battles, where only skill • Races Allowed: Human, Elf, Half-Elf woodsmen. They are taught to live as
weapon-arms as well as their hearts. Cleric and bravery triumph. • Weapons Allowed: Dagger; Staff, Dart much by their wits and skills as by their
training includes the use of divine magic swords and bows. Like fighters, rangers
and a limited selection of weapons. They Fighters cannot cast any type of magical Paladins are elite warriors who battle in can use any type of weapon or armor;
can use any type of armor; but their selec- spell, nor would they as a rule want to, the name ofTruth and Justice. Lawfulness although heavy armor interferes with their
tion of arms is limited to blunt, impact- preferring to rely on a strong sword-arm. and good deeds are their meat and drink, special abilities.
type weapons such as maces and flails. They can use any type of magical weapon and they lead lives of such chaste piety
or armor and magic items such as rings that even clerics stand respectful. Paladins When wearing studded leather or lighter
Cleric magic differs from mage spells in and gauntlets. Fighters gain speed as well will not join a party that includes evil armor; rangers can fight with weapons in
that cleric magic is of divine origin. as skill when they go up in levels. High characters. Like other high level fighter- both hands without any penalties. Like
Clerics do not carry tomes of spells and level fighter-types including fighters, pal- types, paladins are able to attack more other high level fighter-types, rangers are
rituals. They receive power directly from adins and rangers, are able to attack more often with melee weapons, such as able to attack more often with melee
the gods and cast spells through their holy often with melee weapons such as swords swords, than other types of characters. weapons, such as swords, than other types
symbols. While mages study and pour than other types of characters. of characters.
over their spells to imprint the rituals in In addition to skill in all types of arms and
• Prime Requisite: Strength armor; paladins have several divine • Prime Requisites: Strength, Dexterity,
their minds, clerics enter a meditative Wisdom
trance where they are receptive to the • Races Allowed: All magical abilities conferred for their piety.
• Weapons Allowed: All Paladins have extra resistance to magical • Races Allowed: Human, Elf, Half-Elf
divine magic. Clerics also have powers
against undead monsters such as skeletons attacks and poison. Paladins are immune • Weapons Allowed: All
Mages are individuals trained in the to all disease. Paladins can heal once per
and zombies. Clerics automatically arcane and mysterious secrets of magic Thieves are hard to classify as a group.
attempt to turn undead, driving them day (two hit points per level of advance-
and spell casting gestures. Mages tend to Some are malcontents, who prey on the
away, or possibly even destroying them. ment) . They are always surrounded by a
be poor fighters, preferring to rely on their unsuspecting. Others are basically good,
As clerics advance in level they gain more Protection Versus Evil aura that encom-
intellect and magical abilities. While but are a little wanting in strength of char-
passes the entire party. All evil attackers

23 24
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acter. Adventurers long ago learned that a Ethics as bows or slings. Dexterity of 16 or high- hit because he is outfitted with magical
skilled thief in the party increases overall <:iood indicates the character tries to act in er counters some of the minuses fighters armor, while a monster might have the
party survival- especially when dealing a moral and upstanding manner. suffer when using weapons in both hands. same AC because it is small and fast. AC
with trapped locks. As thieves gain levels Constitution measures fitness, health, changes only when characters find and
Neutral indicates the character leans
they become more proficient at picking towards "situational ethics," evaluating and physical toughness. High constitution use new armor or shields. High dexterity
locks, and avoiding any attached traps. each set of circumstances. increases the number of hit points a char- improves a character's AC.
Because they need to move freely and Evil indicates the character acts either acter gets. Hit points measure how diffi- Hit Points measure how difficult a char-
quietly thieves' abilities are restricted with no regard for others, or in an overtly cult a character is to incapacitate or kill. acter or opponent is to incapacitate or kill
when they wear anything except leather- malignant manner. Intelligence measures memory, reasoning - higher values are better. Every time an
type armor. Thieves have a greater choice and learning ability. Intelligence is the attack gets past armor and defenses, it
of weapons than clerics or mages, but less Ability Scores prime requisite for mages, where their skill does damage that is subtracted from the
than fighter-types. The base for each attribute score is a and very survival hinges on learning and target's hit points. If the target takes too
number between 3 and 18. Racial using the knowledge of magic. much damage, he will die or become
• Prime Requisites: Dexterity
modifiers are automatically factored into unconscious.
• Races Allowed: All Wisdom measures a composite of judg-
the base number by the computer when Experience Points (EXP) measure how
• Weapons Allowed: Any ment, enlightenment, will power, and
any value is shown. The maximum value much a character has accomplished. EXP
intuition. Characters with wisdom of 7 or
Alignment for scores is 19, except fighters' strength, are earned for killing monsters, finding
less are more susceptible to magical spells,
which may have a percentile value added treasure, and completing parts of the
Alignment describes a character's outlook while wisdom of 15 or greater lends some
to indicate exceptional prowess. Higher adventure. Having prime requisite scores
and how he deals with life. The possibili- resistance. Clerics with wisdom of 13 or
values always offer greater advantages. of 16 or greater increases experience earned
ties encompass a range of views from greater get extra spells (see the Cleric
believing strongly in society and altruism Strength measures physical power, Wisdom Bonus table on page 42.) by 10%. Characters increase in level when
(Lawful <:iood) to completely selfish and muscle, and stamina. Fighter-type they earn enough EXP. All characters start
Charisma measures personal magnetism, with some EXP, and these initial points are
without any regard for others (Chaotic characters (fighters, rangers, and paladins)
persuasiveness, and ability to assume distributed evenly throughout all of a char-
Evi\). Alignment is presented in two parts: can have exceptional strengths greater
command. Characters with high charisma acter's classes if he is multi-class.
the character's world view and personal than 18. Exceptional strength is indicated
are useful as spokespersons when dealing
ethics. by a percent value (01 , 02, 03 ... 98, 99, level measures how much a character has
00) following the base strength (for
with NPCs you may run across during
World View your adventures. advanced in his or her class. Whenever a
example 18/23) . High strength allows character has earned enough EXP to
lawful indicates that the character under-
characters to fight better. With hand other Characteristics advance in level, he gains hit points,
stands himself to work within the frame-
works and rules of a society. weapons such as swords or maces they hit In addition to race, class, and attribute combat ability, and resistance to the effects
more often and get damage bonuses. scores, characters have several other of poisons and magical attacks. Mages,
Neutral indicates that the character Halflings, even halfling-fighters, cannot clerics, and high level paladins gain the
characteristics that may change during the
moves between valuing society and its have exceptional strengths. ability to memorize a greater number of
game: armor class (ACJ, hit points,
rules, and the value of the individual. spells and cast new spell levels. Level
Dexterity measures agility, eye-hand experience points, level and alignment.
Chaotic indicates that the character values coordination, and reflex speed. Characters advancement happens automatically
Armor Class (AC) measures how diffi- whenever a character has enough EXP.
the individual (himseIO above society and with high dexterities have bonuses to cult a target is to hit and damage - the level Advancement tables for all of the
others. armor class, which indicates how difficult lower the AC value, the harder the target classes begin on page 42.
they are to hit. <:iood dexterity also gives is to hit. <:iood AC can indicate different
bonuses when using missile weapons such things. A character might be difficult to
25 26
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~ SPELL DESCRIPTION~
Shield unseen until he attacks a monster or is hit.
• Range: 0 Certain powerful monsters can sense invis-
The following Spell Descriptions contain Range Durations: • Duration: Short to medium ible characters, or even see them outright.
and Duration data. Range and Duration are • Instantaneous=Rash or instant effect.
defined as follows:
• Area of Effect: Spell-caster Melfs Acid Arrow
• Short=Effect is very temporary, perhaps as This spell produces an invisible barrier in
Ranges: short as a single combat.
front of the mage that totally blocks • Range: Long
• 0=Target must be in same square as caster • Medium=Effect lasts for some time allowing • Duration: Special
(can only effect party members). the party to move and explore a little. Magic Missile attacks. It also offers AC 2
• Area of Effect: One target
• Close=Target must be in adjacent square. • Long=Effecl lasts quite a while. against hurled weapons (darts, spears) and
This spell creates a magical arrow that
• Medium=Target can be two squares away. • Permanent=Effecl lasts for the entire ga me. AC 3 against propelled missiles (arrows,
launches itself at a target as though it were
• Far-Can hit any visible target. sling-stones). The spell does not have a
fired by a fighter of the same level as the
cumulative effect with the Armor spell.
mage. The arrow is not affected by
The spell duration increases with the level
first Level Mage Spells Detect Magic distance. The arrow does two to eight
of the caster.
Armor • Range: 0 points of damage per attack. For every
• Duration: Short Shocking Grasp three levels the mage has earned, the
• Range: 0
• Duration: Special • Area of Effect: Carried items • Range: Close arrow gains an additional attack. For
• Area of Effect: One character This spell allows a mage to determine if • Duration: Variable or until mage example, at third to fifth-level the arrow
With this spell the mage can surround a any of the items carried by members of touches a monster attacks twice, and at sixth to eighth-level
character with a magical field that protects the party are magically enchanted. All • Area of Effect: One target the arrow attacks three times.
as chain mail (AC 6). The spell has no magic items in the party are indicated for a This spell magically charges the caster's
Stinking Cloud
effect on characters who already have AC short period of time. hand with a powerful electrical field. The
• Range: Medium
6 or greater and it does not have a cumu- field remains in place until the spell dissi-
Magic Missile • Duration: Medium
lative effect with the Shield spell. The pates naturally or the character touches an
• Range: Long • Area of Effect: Target square
spell lasts until the character suffers 8 adjacent monster. When the spell is cast a
• Duration: Instantaneous This spell creates a billowing mass of
points +1 per level of the caster of damage hand picture appears in the caster's
• Area of Effect: One target noxious vapor. Any creature or character
or a Dispel Magic is cast. primary hand - Vse this as you would
The mage creates a bolt of magic force that entering the cloud has a chance of
any other weapon. The spell does one to
Burning Hands unerringly strikes one target. If there are becoming incapacitated by nausea.
eight points of damage plus one point per
• Range: Close two monsters, the missile automatically The spell duration increases with the
level of the caster. For example, a 10th-
• Duration: Instantaneous hits the one on the same side as the caster. level of the caster.
level mage does 11-18 points of damage.
• Area of Effect: One target Magic Missiles do greater damage as a
The amount of time it takes the spell to Third Level Mage Spells
When a mage casts this spell, a jet of mage increases in level. Initially, Magic
dissipate ranges from medium to long Dispel Magic
searing flame shoots from his fingertips . Missile does two to five points of damage,
with the level of the caster. • Range: Long
The damage inflicted by the flame increas- and for every two extra levels the spell
does two to five more points. So a first or Second Level Mage Spells • Duration: Instantaneous
es as the mage increases in level and gains
second-level mage does two to five points • Area of Effect: Whole party
power. The spell does one to three points Invisibility
of damage, but a third or fourth-level This spell negates the effects of any spell
of damage plus two points per level of the • Range: 0
mage does four to ten, and so on. affecting the party. Dispel does not counter
caster. For example, a 10th level mage • Duration: Special Cure spells, but it will dispel Hold Person,
would do 21-23 points of damage. • Area of Effect: One target
Cloudkill and similar spells.
This spell causes the target to vanish from
sight. The invisible character remains

27 28
fireball Invisibility 10' Radius Fourth Level Mage Spells Fifth Level Mage Spells
• Range: Long • Range: 0 Fear Cloudkill
• Duration: Instantaneous • Duration: Special • Range: 0 • Range: Close
• Area of Effect: Target square • Area of Effect: Entire party • Duration: Medium • Duration: Medium
A fireball is an explosive blast of flame This spell is similar to the second-level • Area of Effect: Two squares • Area of Effect: Target square
that damages eveTYthing in the target Invisibility spell, except that the entire party When this spell is cast the mage projects This spell creates a billowing cloud of
square. The explosion does one to six is affected. If an individual character is hit an invisible cone of terror. Any creature ghastly yellowish-green vapor that
points of damage for eveTY level of the while under the spell's effect, that character affected by the spell will turn tail and run instantly kills lesser monsters such as
caster to a maximum of 10th-level. becomes visible. If any character in the from the party. The amount of time the giant leeches, while creatures such as
For example, a 10th-level mage does party attacks, the spell is broken for all. affected creatures remain terrified is based hell hounds have a chance to avoid
10-60 points of damage. Lightning Bolt on the level of the casting mage. The death. The spell's duration increases
Flame Arrow • Range: Long spell's duration increases with the level of with the level of the caster.
• Range: Long • Duration: Instantaneous the caster. Cone of Cold
• Duration: Special • Area of Effect: Two squares Ice Storm • Range: 0
• Area of Effect: One target This spell allows the mage to cast a • Range: Medium to long • Duration: Instantaneous
The caster of this spell can fire a flaming powerful bolt of electrical energy. The
• Duration: Instantaneous • Area of Effect: Three squares
energy 'arrow' that does 3 to 30 hit points spell flies to its first target and then
• Area of Effect: A cross-shaped area of This spell causes the mage to project a
of damage. When the mage reaches 10th- continues into the next square. The bolt 3x3 squares chilling cone of sub-zero cold. The
level the amount of damage is doubled to does one to six points of damage for eveTY The magically created storm this spell numbing cone causes two to five points
6 to 60 points. level of the caster to a maximum of 10th-
produces is a pounding torrent of huge point of damage per level of the caster.
level. For example, a 10th-level mage
Haste hailstones. The spell pummels the targets For example, a 10th-level mage would do
does 10-60 points of damage.
• Range: 0 with 3-30 points of damage. The range of £0-50 points of damage.
• Duration: Medium Vampiric Touch this spell is based on the caster's level. Hold Monster
• Area of Effect: One target per caster • Range: Close Stoneskin
• Duration: One attack • Range: Long
level • Duration: Medium
• Area of Effect: Caster • Range: 0
This spell causes all targets to move and • Duration: Special • Area of Effect: One square
fight at double their normal rate. The When the caster touches an opponent
with a successful attack, the spells does • Area of Effect: One character This spell is similar to the Hold Person
spell's duration increases with the level of This spell grants the recipient virtual spell except that it affects a wider range of
the caster. 1-6 points of damage for eveTY two levels
of the mage. For example, a 10th-level immunity to any attack by cut, blow, creatures. The spell does not affect undead
Hold Person
mage would do 5-30 points of damage. projectile or the like. Stoneskin protects tile creatures. The spell's duration increases
• Range: Long These points in turn are transferred tem- user from almost any non-magical attack. with the the level of the caster.
• Duration: Medium porarily to the mage, so any damage he The spell lasts for one to four attacks plus
• Area of Effect: One to four targets takes is subtracted from these points first. one for eveTY two levels of the caster.
This spell can affect humans, demi- When the spell is cast a hand picture For example, a ninth-level mage casting
humans, or humanoid creatures. Creatures appears in the caster's primaTY hand- Stoneskin would protect against five to
that are affected become rigid and unable Vse this as you would any other weapon. eight attacks.
to move or speak. Spell duration increases This spell does not affect undead monsters
with the level of the caster. such as skeletons.

29 30
First Level Cleric Spells Protection from Evil fected become rigid and unable to move Magical Vestment
Bless • Range: 0 . speak. Spell duration increases with the • Range: 0
• Range: 0 • Duration: Medium vel of the caster. • Duration: Medium
• Duration: Medium • Area of Effect: One character • Area of Effect: Caster
This spell envelopes the recipient in a row Poison
• Area of Effect: Entire party This spell enchants the cleric's own robes,
magical shell. The shell inhibits the Range: 0
Vpon uttering this spell the morale of the providing protection at least equivalent to
attacks of any evil-aligned creatures. The Duration: Long
entire party is raised. All characters gain a chain mail (AC 5) . The vestment gains a
spell's duration increases with the level of Area of Effect: One character
bonus to their attacks. Bless spells are not his spell slows the effects of any type of +1 enchantment for every three levels the
cumulative. Bless can be cast by paladins. the caster. Can be cast by paladins. cleric earns above fifth-level. For example,
)ison for a limited amount of time.
Second Level Cleric Spells Jhen the spell dissipates the victims suf- a 10th-level cleric would have AC 3 pro-
cause Light Wounds
r the poison's full effect unless a tection. This spell is not cumulative with
• Range: Close Aid itself or any other spells or armor. The
• Duration: Permanent • Range: 0 Jeutralize Poison spell can be cast. The
spell's duration increases with the level of
• Area of Effect: One target • Duration: Short to medium )ell's duration increases with the level of
Ie caster. Can be cast by paladins. the caster.
By casting this spell the cleric can cause • Area of Effect: One character
one to eight hit points of damage. This spell acts like a Bless spell plus it con- Prayer
bird Level Cleric Spells • Range: 0
Cure Light Wounds fers one to eight extra hit points to the
recipient. The temporary hit points are reate Food & Water • Duration: Short to medium
• Range: 0 Range: 0 • Area of Effect: Entire party
• Duration: Permanent subtracted before the character's own if he
is injured in combat. The spell's duration Duration: Permanent This spell is a more powerful version of
• Area of Effect: One character Area of Effect: Special
increases with the level of the caster. the first-level Bless. This spell increases the
By casting this spell on a wounded charac- his spell allows the cleric to conjure party's combat ability and decreases the
ter the cleric can heal one to eight hit Flame Blade Durishment for the entire party. When enemy's. The spell has no cumulative
points of damage. Cure light Wounds • Range: Short laracters' food bars are blank, and they effect. The spell's duration increases with
can be cast by paladins. • Duration: Medium ) not eat, they suffer 1 hit point of dam- the level of the caster.
Detect Magic • Area of Effect: One target le every 24 hours and starving mages
This spell causes a blazing scimitar-like Remove Paralysis
• Range: 0 ld clerics are unable to regain spells.
• Duration: Instantaneous flame to leap from the caster's hand. The • Range: 0
blade attacks like a normal sword and nor- 'i spel Magic • Duration: Permanent
• Area of Effect: Carried items Range: Long
This spell allows the caster to determine if mally does 7-10 points of damage. When • Area of Effect: One to four characters
the spell is cast a burning sword picture Duration: Instantaneous This spell negates the effects of any type of
any of the items carried by members of Area of Effect: Whole party
appears in the caster's primary hand- paralyzation or related magic. The spell
the party are magically enchanted. All his spell negates the effects of any spell
Vse this as you would any other weapon. counters Hold or Slow spells.
magic items in the party are indicated for a fecting the party. Dispel Magic does not
short period of time. Detect Magic can be The spell does slightly less damage against Fourth Level Cleric Spells
targets protected from fire. Spell duration )unter Cure spells, but it will dispel Hold
cast by paladins. mon, Cloudkill, Bless, and similar spells. Cause Serious Wounds
increases with the level of the caster.
• Range: Close
lIold Person • Duration: Permanent
• Range: Long • Area of Effect: One target
• Duration: Short to medium This spell is identical to the first-level
• Area of Effect: One square Cause light Wounds, except that it
This spell can affect human, demi-human, inflicts 3-17 hit points of damage.
or humanoid creatures. Creatures that are
31 32
Cure Serious Wounds fifth Level Cleric Spells
• Range: 0 cause Critical Wounds
• Duration: Permanent • Range: 0
• Area of Effect: One character • Duration: Permanent
This spell is identical to the first-level Cure • Area of Effect: One target
light Wounds, except that it heals 3-17 This spell is identical to the first-level
hit points of damage. Cause light Wounds, except that it
lYeutralize Poison inflicts 6-27 hit points of damage.
• Range: 0 Cure Critical Wounds
• Duration: Permanent • Range: 0
• Area of Effect: One character • Duration: Permanent
This spell detoxifies any sort of poison or • Area of Effect: One character
venom and counters the effects in any This spell is identical to the first-level Cure
character. The spell cannot return to life light Wounds, except that it heals 6-27
characters who have died from poison. hit points of damage.
Protection from Evil 10' Radius Flame Strike
• Range: 0 • Range: Long
• Duration: Medium to Long • Duration: Instantaneous
• Area of Effect: Entire party • Area of Effect: Target square
This spell is identical to the first-level spell By means of this spell, the cleric calls
except that it affects the entire party. The down from the sky a column of flame.
spell's duration increases with the level of Creatures fully affected by the spell suffer
the caster. 6-48 points of damage.
Protection from Lightning Raise Dead
• Range: 0 • Range: 0
• Duration: Special • Duration: Permanent
• Area of Effect: One character • Area of Effect: One character
This spell grants protection from any type This spell allows the cleric to attempt to
of electrical attack. If the spell recipient is restore life to any non-elven character.
the caster, the cleric receives complete pro- Chances for success are based on the
tection against attacks until the spell dissi- deceased character's constitution and
pates or it has absorbed 10 points times chance. Whenever a character is raised his
the cleric's level of electrical damage. If the constitution is permanently reduced by
recipient is a character other than the cast- one point.
er, the spell confers bonuses against electri-
cal attacks, and reduces damage by 50%.
The spell duration ranges from medium to
long with the the level of the caster.

33
The Early Years occasional orc raids troubling the scattered wealth and force-of-arms to wage a war of ing this time. After many years of peace
A thousand years ago the city of human tribes or the new city of conquest. Ahghairon defied the Warlord and wise rule, Ahghairon's vitality failed.
Waterdeep was merely a stopover for Waterdeep. The real threat was the tribes in public, before a large gathering of The magics that had kept him young were
merchant ships trading in the northern that the orc push had displaced and driven citizens and officials. When Raurlor no longer sufficient to keep the years at
lands. The scattered human tribes would south, most notably the "everlasting ones," ordered the wizard bound and imprisoned, bay and the venerated wizard died. The
come to the coast and trade furs for the as trolls were then called. Nimoar died of Ahghairon rose into the air; out of reach of whole city grieved, and he was interned
traders' baubles, metal weapons and tools. old age at the beginning of this war. The the guards and the angered Warlord. with the greatest honors ever known
If trading was poor; the merchant ships young warlords who followed the old When Raurlor drew his weapon and before or since. Several who had tutored
would hole up in the deep bay and fill leader led the men of Waterdeep in attacked the wizard. Ahghairon answered under the old mage placed potent magical
their holds with lumber to cut their losses. valiant defense. The city swelled with the affront by changing the sword into a wards and protective spells around his
Several local tribes came to settle and farm refugees seeking the high walls of safety. venomous viper. The Warlord was bitten resting-place-which is believed to
the clear cut lands. A year-round trading The struggles continued in stalemate for a and died in writhing agony. remain inviolate to this day.
settlement soon grew along the shores. decade, until a youthful northern mage
Ahghairon gathered all the captains of During Ahghairon's waning days, several
named Ahghairon helped tip the balance.
Soon the new wealth spawned a battle- Waterdeep and all of the great families. powerful Ciuildmasters quietly learned the
The "everlasting ones" were destroyed or
ground. Warrior tribes raided the farms. While runners were sent to bring them to identities of nearly all of the Lords of
scattered.
Several warlords waged battles for the palace, flames roared and crackled Waterdeep. When the old mage was
domination of the coveted trading base Fearing further attacks, the men of the city around the Warlord's empty throne. interred, the Lords were assassinated and
and fertile fields. Finally a chieftain raised a small keep on the slopes of When the last of the attendants arrived, the Ciuildmasters vied for contro\. The
named Nimoar seized the farms and the Mount Waterdeep. The keep commanded Ahghairon gestured and the flames disap- Ciuildmasters ruled for six short, bloody
ramshackle docks and buildings of the all land approaches to the city. Any troll peared, leaving the seat unharmed. The years. All but two of the original masters
trading enclave. Nimoar ordered a log attackers would be met with a deadly rain wizard sat on the throne and declared were slain. Only Lhorar Ciildeggh Master
palisade and earthen embankments built of fire arrows. Many who had moved to himself the first Lord of Waterdeep, pro- of the Shipwrights, and Ehlemm Zoar of
around the trading enclave. The following the city for safety during the Troll Wars claiming that henceforth wisdom and not the Ciemcutters ruled. These two ruthless
spring the newly fortified community stayed on and expanded the walls several armed force would rule in the city. manipulators were evenly matched foes
repelled several pirate and tribal raids and times to encompass the new farms. Ahghairon assembled the first Lords. Each and the city suffered under their incessant
began to prosper. had an equal vote, even the powerful maneuvering and conflict. Open warfare
The First Lords of Waterdeep wizard. When they appeared in public the between the factional forces was common.
The Troll Wars and the After the Troll Wars, the free city of Lords went hooded, and their identities At length they both sickened of the blood-
Growth of Waterdeep Waterdeep was ruled by War Lords. The were kept secret. The Lords were to be shed and formed a truce. Two thrones
Vnder Nimoar's rule Waterdeep grew young mage, Ahghairon, gained knowl- above petty politicking and influence, and were set in Castle Waterdeep, and from
from a trading enclave to a small fortified edge and power until he became a great together their word was supreme law. them the two Lords Magister; as they
city. While the city grew, further to the mage. Somewhere in his studies or travels, were called, argued and issued decrees.
he discovered a supply of Potions of The Guildmasters War
north orc tribes too were expanding their
Longevity. The never aging wizard offered Ahghairon and the other Lords ruled well The Return of the Lords
territories. The orcs had outgrown their
mountain strongholds and were streaming his wisdom and experience and became a lind wisely for two hundred years. The One day two people came to the Court of
into the lands below. Dwarves and elves fixture in Waterdeep politics. In his 112th Lords directed that roads be built. Ciuilds the Lords Magister. They wore the black
took the worst of the onslaught, with only year; Ahghairon had a falling out with were formed to regulate the burgeoning robes and hoods as had the old Lords of
Raurlor the Warlord of Waterdeep. Irlldes and crafts for which the city was Waterdeep. No one knew where the
Raurlor wanted to use the city's great becoming famous. The city grew fivefold
li nd walls were expanded twice more dur-

35 36
~BESTIARY~
masked pair had come from. If they were The New Reign of the
legitimate, why they had stayed silent so Lords of Waterdeep
long? When they came before the Peace returned to the city when the new
Magisters they commanded the two Lords were formed. To better protect the
guildmasters to leave the city forthwith. identities of the new members, Baeron
The Lords Magister refused, laughing at selected certain citizens of character and
the impudence of the pair. The shorter of appointed them Magisters, or "Black
the robed pair gestured, and the erstwhile Robes" as they were soon called, after
rulers and their twin thrones disappeared their robes of office. The Magisters were
in a fiery blast of fire and lightning. below the Lords in power, but could judge
and apply the laws in daily affairs. The
The two robed ones had indeed been
Lords themselves now meet in very secure
Lords of Waterdeep. The shorter was the
privacy and seldom deal in official capacity
Lady Shilarn, once apprentice to
with any other than the Magisters.
Ahghairon himself and his undeclared
Slowly the people of Waterdeep came to
heir as first Lord of the City. The other
fully accept that the new reign would be a
was a carpenter named Baeron. The two
long-lasting and just rule. Waterdeep has
were the junior-most of the old Lords, and
grown to unrivaled might and respect,
their identities had not yet been discov-
truly deserving the title "Crown of the
ered by the greedy guildmasters.
North."
Baeron called for the city leaders and the
The Lords Today
heads of the noble house to gather, or to
leave the city forever. Speaking as After the tradition of Ahghairon and
till 7 T
Ahghairon had so many years before, Baeron, one Lord always remains
Baeron declared to the nobles and an unmasked-to give the Lords a public BEHOLDER: spell with each. Fortunately, not all of the
assembly of citizens that the fratricide of voice and face. The current chief Lord is Also known as eyes can be brought to bear on a given tar-
the Quild Wars "must not happen again." Piergeiron, also known as "Paladinson" for Eye Tyrant or get. Beholders are covered with hard,
If the city was to be safe, he told them, all his famous paladin father, Athar "the Sphere of Many chitinous armor, making them relatively
must support his plan as they had supported Shining Knight." Paladinson is also both Eyes, this solitary tough to hit in combat.
Ahghairon before. The two remaining the Commander of the City Watch and horror is most
Lords, he told the assembly, would gather Warden of the Quard. He speaks slowly DISPLACER BEAST:
often found under-
more as in the past. To dramatize his faith, and carefully, hiding a keen mind behind The displacer beast
a taciturn exterior. As always, rumors
tI 11 7 T ground. Beholders
resembles a blue-black
the man removed his hood and declared, have a globular
"I am Baeron. I would be Lord as abound about the other Lords' identities. body and move with an innate levitation. puma with two powerful
Ahghairon was before. I would be safe in Some say Paladinson's wizard friend and Atop the beholder's spherical body are ten tentacles growing from its
my city again." And so the present reign confidant Khelben Arunson is surely a eye-stalks, and in the center is a single shoulders. The tentacles
of the Lords of Waterdeep began. Lord. Of course, the number of names large eye and a gaping maw adorned with are tipped with sharp,
bandied about is much greater than the several rows of razor-sharp teeth. Each of horny protuberances that can punch
actual number of Lords. the eye-stalks has a unique magical through even steel armor. The beasts
ability - the beholder can cast a different range in size from 8 to 12 feet in length

37 38
I 'I ';";'111"1'1
: ' 'PI'I~
;I I I :' ':, § ,~,
~ I'1'1'19] ·tJ!:::r:I:l.I
"h' I)",5'en 11;;1:
" "I II' 'I" ; ;~I:I
) I I~ I:, § I~IIII I 1'1
I'
and can reach upwards of 500 pounds. DWARF: tongue are soot-black. The baying of a hell a wide-mouthed fish head. They have
The beast's name describes its most These stocky demi-humans hound has been described as "eerie," "hol- short legs and long, three-fingered hands.
dangerous feature-an ability to "dis- stand between 4 and 4 1/ 2 low," and "disturbing." The beast attacks Kuo-toa wear no clothing, only a leather
place" its image up to three feet from its feet tall and weigh between with flaming breath and piercing teeth. harness for their weapons and few
actual location. This makes the displacer 130 and 170 pounds. belongings.
beast very difficult to hit in combat. KENKU:
Dwarves are very tough
These beings resemble LEECH, GIANT:
DRlDER: warriors, and are resistant
to both poisons and magi- humanoid hawks, with This is a slimy, slug-like
This strange crea- both arms and wings. parasite that feeds on its
cal attacks.
ture has the head Their height ranges from victim's bodily fluids.
and torso of a FLINn: five to seven feet, their Leeches wait in the mud, sludge, and slime
drow (see below) This humanoid creature feathers are predominantly of swamps and sewers for unsuspecting
and the lower vaguely resembles a heavily brown with white under-feathers, and prey. The giant leech rears up from the ooze
body of a giant muscled human with a their eyes are brilliant yellow. Kenku all when it detects the presence of a living
spider. When drow canine head. Rind are of have natural thieving abilities, and take creature, and attempts to subdue its prey.
of exceptional average intelligence, and perverse pleasure in annoying and incon-
ability reach the sixth-level, they are MANTIS
can be found both above- veniencing human and demi-human races.
subjected to a test by the drow's dark WARRIOR:
ground and in caverns.
goddess. Those who pass the test are KOBOLD: Also called Thri-
elevated to special services. Those who GOLEM:
Well known for cowardice and Kreen, this is a
fail are transformed into driders and cast a wide sadistic streak, kobolds carnivorous insect
A golem is an artificial are usually only dangerous in man. A mantis
out of drow society. Driders can generally
creature animated by an large groups. Kobolds stand warrior resembles a
cast spells as well as fight with weapons.
elemental spirit. The pro- about three feet tall, and their dark rusty man-sized preying
DRow: cess of creating a golem hides are somewhat scaly. The smell of a mantis. Mantis
In their long- begins with the creation kobold has been described as "a cross warriors are often armed with a peculiar;
past history, the of a body made of stone, between a wet dog and a swamp." They viciously bladed polearm. The name for
drow were part iron, clay, or even flesh. have an ancestral hatred for gnomes, and this weapon has never been translated
of the elf com- After the body has been attack them on sight. Kobolds generally into the Common tongue, but the fero-
munity that still assembled, the creator must undergo a prefer to attack other opponents en masse, cious reputation of the deadly thing, and
roams the lengthy ritual to bind the elemental to the or from a distance. the warriors who wield it has spread far.
world's forests . body, and subordinate its will to the new
Something master. The ritual is a closely guarded Kuo-ToA: MIND FLAYER:
turned these elves evil, and drove them secret of a handful of powerful wizards. This is an ancient race of Also called IlIithid, this is
from the sunlight into their present Ciolems are utterly fearless, and battle fish-men that now dwell one of the most feared of the
subterranean caves and cities. Drow are with Single-minded determination. in subterranean caverns. subterranean dwellers. Mind
shorter and more lightly built than men. The kuo-toa harbor an flayers feed on the very
HELL HOUNn:
They have black skin and pale, usually age-old hatred for surface minds of sentient beings.
The hell hound is a very dwellers and their sunlit Mind flayers are a slime
white hair. All drow can cast some magic large, rust-red or brown beast
spells, and they often carry swords of world. These creatures mauve color; stand about six
with burning red eyes. The have a vaguely human body, topped with feet tall, and adorn them-
adamite alloy. beast's markings, teeth, and
39 40
I I I; II rIIII I I I
I j I : I : ~ I §I~I
j~I
I
;
I I
I
I
I: II
I
I I
I
I I~I~ I
I I~I I j
I
I
I 'II;II;I'III;III;I;QI' :I'.~II: §Ipj' I'. IIIII I
selves with Rowing robes decorated with SPIDER, GIANT:
~TABLES~
images of suffering, death, and despair. This predator CLERIC BXPERlENCB LEVBLS fiGHTER EXPERlENCB LEVBLS
Their faces resemble octopi with two haunts many
LEVEL EXP TO REACH LEVEL HITPOINTS LEVEL EXP TO REACH LEVEL HITPOINTS
large, white, pupilless eyes. regions and helps to
1 0 1 ~8 0 1-10
RUST MONSTER: keep down the 2 1,500 +(1-8) +(1-10)
2 2,000
level of pests such 3 3,000 +(1-8) 3 4,000 +(1-10)
This is a subter-
as kobolds and 4 6,000 +(1-8) 4 8,000 +(1-10)
ranean creature with 5 13,000 +(1-8)
adventurers. Ciiant spiders weave webs 5 16,000 +(1-10)
an appetite for met- 6 27,500 +(1-8)
for unwary victims, and attack with 6 32,000 +(1-10)
als of all kinds. Rust 7 55,000 +(1-8)
poisonous bites. 8 110,000 +(1-8) 7 64,000 +(1-10)
monsters are about 8 125,000 +(1-10)
9 225,000 +(1-8)
five feet in length, XOKN: 10 450,000 +2 9 250,000 +(1-10)
and have a long, This creature is a 10 500,000 +3
armored tail and two prehensile antennae. native to the 11 750,000 +3
CLBRIC SPBLL PROGRESSION 12 1,000,000 +3
The tail is tipped with a strange paddle- elemental plane of CLERIC LEVEL 2 3 4 5
like appendage. The creature is normally Earth, and feeds
placid and inoffensive - until it smells 1 1 MAGE EXPERlENCB LEVELS
on precious metal 2 2
metal. Whenever the creature detects the deep underground. 3 2 1 LEVEL EXP TO REACH LEVEL HITPOINTS

scent of food (armor, weapons, and the The wide body of 4 3 2 1 0 1-4
like) it charges. Whenever the monster a xom is made of a pebbly material, and 5 3 3 1 2 2,500 +(1-4)
hits metal with its antennae, the metal 6 3 3 2 3 5,000 +(1-4)
its mouth is located at the top of its head. 7 3 3 2 1
corrodes and "feeds" the creature. Even 4 10,000 +(1-4)
Three talon-clawed arms are positioned 8 3 3 3 2
magical weapons can be susceptible to the 5 20,000 +(1-4)
symmetrically around its body. In the few 9 4 4 3 2
6 40,000 +(1-4)
rust monster's attack. reported cases of xom attacks, the creatures 10 4 4 3 3
+(1-4)
7 60,000
SKELETON: seem to have been attracted by jewels or 8 90,000 +(1-4)
precious metals, rather than malice. CLBRIC WISDOM SPELL BONUS' 9 135,000 +(1-4)
This is a magically 10 250,000 +(1-4)
WISDOM SPEU LEVEL
animated bod~ created ZoMBIE: SCORE 1 2 3 4 11 375,000 +1
and controlled by a Like skeletons, zombies are 13 1
powerful evil wizard or undead creatures that are 14 2
MAGE SPELL PROGRESSION
priest. Skeletons are one of 15 2 1
animated and controlled by 16 2 2 WIZARD SPEU LEVEL
the lessor undead monsters, powerful wizards or priests. 17 2 2 LEVEL 1 2 3 4 5
though powerful skeletons The animation ritual does not 18 2 2 1 1 1
have been crated from the bodies of alter the condition of the 19 3 2 2 2 2
powerful warriors. Because they have no 3 2 1
zombie's bod~ so most are in • Bonus spells become available when Ihe cleric can normally casl
4 3 2
intelligence or will, skeletons are immune spells of Ihal level.
severe states of deca~ often missing 5 4 2 1
to spells such as Sleep, Charm, and Hold. patches of skin and hair, and occasionally 6 4 2 2
They are also utterly fearless, and never whole limbs. Zombies are very slow and 7 4 3 2 1
retreat from a fight. 8 4 3 3 2
clumsy, but they fight with determination 9 4 3 3 2 1
and persistence. 10 4 4 3 2 2
11 4 4 4 3 3

41 42
IBM and Compatibles Data Card Starting t~e ~ame: If you are going to use a mouse, make sure that your
mouse driver IS loaded before starting the game.
When playing from a har~ disk, access the .EYE directory, type START, and
AdvaJiced pres~ ENTER. When plaYing from floppy drives, place your Play Disks 1 and 2

Dungeo~ragons
~~~~~s A and B. Access the drive with Play Disk 1, type START, and press

COI'IJ>lJTER PRODUCT When playing from floppies, you must keep Play Disk 2 in the drive during

IEn:; OF 1JIE BElfOLDER I b~ot .up and game play. When the game asks for a disk, insert the required
dls~ In the other drive and press ENTER. There will be several disk swaps
dUring boot up, but only a few swaps once play begins.
Once the game has started, you will be prompted to configure the game for
system Requirements: An IBM or compatible computer with at least: 640K your system's hardware. Follow the instructions on-screen. In general, choose
a system memory; a hard disk or 2 floppy drives; and a VGA MCGA EGA the highest numbered graphics adapter and the lowest numbered sound
Tandy 16 color, or CGA graphics adapter, are required tD play the gam'e. Your support that are supported by your computer. It is easier to play the game
hard disk must h~ve .at least 2.1 megabytes of available space tD install the Wlt~ t~e mouse. qnce th~ game is loading, you can press ESC to bypass the
game. Before beginning play, make a backup copy of your original disks with majority of the animated Introduction.
the DOS DISKCOPY command. Put your original disks away and install from
your copies. Refer to your DOS manual for information on how to use DOS Memory Requirements: If you receive an 'Allocation Failure' error after
commands. creating characters, your computer's current configuration does not have
enough free memory to run the game. Run the DOS command CHKDSK to
Installing the Game: YDU must install the game disk(s) before you play. see how much free memory you have. If you have less than 565 000 bytes
free, you need to modify your computer's AUTOEXEC.BAT and CONFIG.SYS
If this is the hard drlvs only version of this game, please follDW these files to play. Before you make any mod~ications to your system configuration
instructions: m~ke a backup copy of your current AUTOEXEC.BAT and CONFIG.SYS files . '
1. Place Disk 1 in the active drive. ThiS way you can recover your original configuration if you need to.
2. Access the drive containing Disk 1. Me~ory resid~nt programs may reduce your free memory below the minimum
3. Type INSTALL and then press Enter. reqUired for thiS game. O.nce you have made the backup files, remove all
4. Follow the on-screen prompts. unnecessary memory reSident programs except your mouse driver from your
If this is the har~ drive I floppy disk version of this game, refer to the chart AUTOEXEC.BAT and CONFIG .SYS files. You may also need to reduce the
belpw that deSCribes how many of each size formatted floppy disks you need number of FILES and BUFFERS in your CONFIG.SYS file. Refer to your DOS
tD Install the game on floppy disks. During the installation, the disks that you manuals for information on how to modify these DOS files.
received in the box are called Original Disks, and the disks you make are called
Play Disks. Getting Started Quickly: ~o begin playing right away, load the included Save
Game In Progress at the first menu. Use this party and the Hints section of
Number of Formatted play Disks Required 5 1/4" 3 1/2" this card to explore the game interface.
5 1/4" Original Disks on a dual 5 1/4" system 6 o Spell Boxes: In EGA and VGA, a Yellow Spell Box represents a spell that
3 1/2" Original Disks on a dual 3 1/2" system o 3 mainly defends against physical attacks and a Red Spell Box represents a spell
5 1/4" Original Disks on a 5 1/4" + 3 1/2" system 211 3 that mainly defends against magical attacks. In CGA a White Spell Box
3 1/2" Original Disks on a 5 1/4" + 3 1/2" system 6' l' represents a spell that mainly defends against physical attacks and a Cyan Spell
Box represents a spell that mainly defends against magical attacks.
II You must keep the 5 1/4" Play Disk 2 in the drive during boot up and game
play and keep the 5 1/4" Play Disk 4 in the drive during the animated Playing With Mouse: To give commands, place the mouse pointer over the
Introduction. appropriate item or selection and press a mouse button.
• You may discard the 5 1/4" Play Disks 2 & 4 after making the 3 1/2" Play
Disk 214 A key to playing EYE OF THE BEHOLDER is understanding the difference between
Take, .Use, an~ Select. ~ by pressing the left mouse buttDn, and ~ by
To. install the game, place the Original Disk 1 in floppy drive A or B, access the
drIVe, then type INSTALL and press ENTER. Follow the on-screen prompts. pressing the right mDuse button. See the ActiDns section of the rules (page
15) for how to perfDrm most Df the actions in the game.

Rev: 9/92
~ involves picking up or dropping items. To Take an item with the Mirul involves picking up or dropping rtems. The Get. Drop. Throw. and
mouse, place the pointer over the item and press the left mouse button. Manipulate keys (G, 0, T, & M) mimic the functions of the Take command of
the mouse. To Take an item using the keyboard, place the highlight over the
~ involves attacking wnh weapons, opening a spell book, or drinking a rtem or the location you want the rtem to be and press the command key.
potion. To Use an item, place the pointer over an in-hand item (next to your
character's portrait) and press the right mouse button. You can only Use items ~ involves attacking with weapons, opening a spell book. or drinking a
from the main Adventure Screen (see the Rule Book page 9). potion. The Use key (U) mimics the function of the Use command of the
mouse. To Use an item from the keyboard, place the highlight over an in-hand
Selecting involves choosing buttons such as Movement Buttons, spell Level item (next to your character's portrart) and press the 'U' key. You can only Use
Buttons, Camp Buttons, or choosing from lists of spells to cast or memorize. items from the main Adventure Screen (see the Rule Book pg. 9).
To Select an item with the mouse, place the pointer over the item and press
either the left or the right mouse button. Selecting involves choosing buttons such as Movement Buttons, spell Level
Buttons. Camp Buttons, or choosing from lists of spells to cast or memorize.
Take: Left Mouse Button Use: Right Mouse Button All selections are done wnh dedicated keys.
Pick up nem from character Mack with a weapon
Drop nem onto character Bring up spells to cast To cast spells using the keyboard. Use a character's in-hand spell book icon or
Use an Item (Potion/Scroll) holy symbol. Choose the level of the spell to cast by pressing the 1-5 keys
above the main typing area of your keyboard. Choose the spell by pressing the
Select: Either Mouse Button '<' and '>' keys to highlight the spell wrth the spell cursor. Press SPACE to
Select a button cast the highlighted spell. Highlight ABORT SPELL and press SPACE to close
Select spell to cast the spell menu.
Manipulate dungeon feature
Drop an item in the 3D view Press the I key to view a character's rtem Inventory on the eqUipment screen.
Throw an item in the 3D view Press the P key to switch pages between the character's equipment screen and
Move in dungeon character screen.
Playing with the Keyboard: To give commands, highlight the appropriate Press the C key to bring up the Camp Menu. In Camp, use the cursor keys to
item or location and press the command key. move the highlight to the desired option and press the ENTER key to select it.
In character generation, use the cursor keys to move the highlight to the Move your party ffom the keyboard by pressing the keys on the keypad that
desired option and press the ENTER key to select it. correspond to the layout of the movement buttons. You may move with the
keypad, even when you are playing the game with the mouse.
When playing from the keyboard. one item in a character's hand or inventory is
surrounded by an item highlight box. Use the W, A, Z, and S keys like a cursor 7 Turn Left 8 Move Forward 9 Turn RiQht
key pad to move the highlight from item to item . 4 Move Left 5 Move Backward 6 Move Right
2 Move Backward
W Move item highlight up
A/S Move item highlight left/right Notes: Some parts of the IBM version are slightly different than listed in the
Z Move item highlight down rule book.
As a short cut to access the items of the various characters in your party, press Copy protection does not occur at the beginning of the game.
the function key that corresponds to the character's position on the main
Adventure Screen. To swap the position of two characters, hold down the When a character is paralyZed or affected by poison his name is highlighted.
SHIFT key and press the function key that corresponds to the first character's When a character is paralyzed the nems in both of his hands are greyed out.
position then hold down the SHIFT key and press the function key that An indicator at the bottom of the Equipment Screen lists ~ a character is
corresponds to the second character's posnion. paralyzed. poisoned. poisoned but under the effects of a slow poison spell,
unconscious, or dead.
F1 F2 When you have a weapon in your primary hand. you can onty use a secondary
f3 F4 or small weapon. like a dagger, dart. or short sword. in the secondary hand.
F5 Ri All other weapons cannot be used and are greyed out. When you have a two-
handed weapon in your primary hand, all rtems in your secondary hand cannot
A key to playing EVE OF THE BEHOLOER is understanding the d~erence between be used and are greyed out.
Take, Use, and Select. See the Actions section of the rules (pg. 15) for how to
perform most of the actions in the game.
When a character is near death, his hn point bar will change color. When he is When a monster approaches, make sure that your fighters in the front rank
unconscious, but not dead, it changes color again. When a character is dead, have weapons in their primary hand. To attack, place the mouse pointer over
the hit point bar will be empty. each weapon and press the Right Mouse Button. Once you get comfortable
fighting with the front rank characters, you can also have the rear rank
If you answer Yes to the Question 'Will you rest until healed?", your party rests characters throw weapons and spells at the monsters. Experiment by equipping
until it heals naturally. The party memorizes spells while resting, so the spells your characters with various combinations of weapons, shields, spell books,
will be available ~ monsters attack. The drawback is that healing naturally uses and holy symbols to maximize their fighting ability.
up food Quickly.
Once you master manipulating objects, moving, and fighting, you are ready to
Unmemorized spells are not highlighted in the camp spell menu. tackle the Quest in EVE OF THE BEHOLDER. Good Luck!
There is no background music to turn off. Keyboard Command List
Bows take arrows from either the secondary hand or the Quiver. Slings take w Move item highlight up
stones from the secondary hand, the belt pouch, or the backpack. Bows and A/S Move item highlight left/right
Slings are two-handed weapons, and so any ammo or other items in the Z Move item highlight down
secondary hand will be greyed out. F1-F6 Select character shortcut
SHIFT F1-F6 Swap character positions
A cleric must have his holy symbol in-hand to attempt to turn undead . You G Get an item from the floor in the 3D view
can Use the Commission to read n. D Drop an item to the floor in the 3D view
T Throw an item into the 3D view
Races do not receive special combat bonuses with specific weapons. A high M Manipulate an object in the 3D view (push a button, pull a
Charisma has no effect when talking to NPCs. lever, etc. Also acts as 'Get' for nems that are in the 3D
view but are not on the ground.)
Burning Hands affects all monsters next to the party. Invisibility and Invisibility U Use an in -hand item from the main Adventure Screen
10' radius are not lost when a character is hit. Invisibility 10' radius is lost on (attack, bring up spells, drink a potion, etc.)
a character by character basis. A Flame Blade may appear in e~her hand. There 1-5 Choose Spell Level on Spell Menu
are no Stinking Cloud, Cloudkill, or Protection from Lightning spells in the <I> Move Spell Cursor down/up
game. SPACE Cast Spell
I Inventory the character's Equipment Screen
Hints : Make sure that your party contains at least two characters who can fight P Page between inventory screen and stats screen
well, one who can cast mage spells, and one who can cast clerical spells. C Camp
Create the fighters first and then the spell casters. After you have created all of
your characters, Select Play to begin the game. Once in the game, find your 7 Turn Left 8 Move Forward 9 Turn Right
location at the Main Entrance of Levell on the Sewer Systems Map. 4 Move Left 5 Move Backward 6 Move Right
2 Move Backward
Experiment with manipulating objects. Place the mouse pointer over one of
the rocks at your feet and press the left mouse button to Take it. Move the
mouse pointer over the movement button and press a mouse button to turn
to the right. Place the rock shaped mouse pointer over the ground and press a
mouse button to drop the rock. Take the rock again, place it high in the 3D
view and press a mouse button to throw the rock. Move forward to see how
far it flew.
Move around and pick up the rocks and any other items you find. Select a
portran to access the Equipment Screen. Place items into the backpack. Select
the portrait again to return to the Adventure Screen. Before you go too far,
enter camp, have your spell casters memorize and pray for spells, and then rest
to gain the spells.
ADVANCED DUNGEONS is a trademaril owned by and used under Iirense from TSR. Inc., Lake
Anytime you see an interesting item on the wall, place the mouse pointer over Geneva, wI. © 1991 Strategic Simulations, Inc. © 1991 TSR, Inc. All Rights Reserved.
the item and press a mouse button. Read the description in the Message Area 522581
at the bottom of the screen. Watch out for items that you can manipulate, like
levers that move and buttons that depress.
If characters in your party are wounded and need to heal, click on the "Rest Party" Amiga Reference Card
option in the "Camp" menu. While resting, your cleric can heal damaged party
members or the party may heal naturally. Also, your spell casters can memorize their
spells at this time. You can rest for as long as would like, but remember the longer you
rest, the more food you consume, and the greater the chance of monsters stumbling AdVaDCed
onto your party. DungeoDSfitragons®
COIIIFUTER FRODUCT
Good Luck! - The Secrets Beneath Waterdeep Await You.

Additional Amiga play testing by Mark R. Hall and Michael Silen.


EYE OF mE BElIOLDER
Game Inventory:
- 3 Game Disks
-1 Rule Book
- 1 Reference Card
- 1 Map of Sewer Levels 1-3

System Requirements:
- An Amiga Computer (Any Model)
- 1 Floppy Drive
- 1 megabyte of system memory (760K of this must be free)
- Hard Disk is optional (See Hard Disk Installation)

Your Original Diskettes:


Before you begin playing Eye of the Beholder. you should make copies of your
original diskettes. Use the AmigaDOS DISKCOPY command to make these copies. Put
your original diskettes away and install the game to your hard disk or play the game
from your copies. Refer to your computer manual for information on how to use
AmigaDOS commands.

Please Note: When playing Eye of the Beholder from floppy disks on your Amiga
system, use only ONE (1) set of game disks at anyone time. Using multiple save game
disks or mixing game disk sets will CRASH THE PROGRAM.

Hard Disk Installation:


(your hard disk must have at least 2.3 megabytes of free space.)

Step 1 Boot up your system using Workbench 1.2 or greater (Amiga


1000 users must first boot with Kickstart 1.2 or greater).
ADVANCED DUNGEONS & DRAGONS and AD&D are trademarks owned by and used
under license from TSR, Inc., Lake Geneva, WI. Step 2 Make a drawer in which you wish to install the game.
© 1991 Strategic Simulations, Inc. All Rights Reserved.
© 1991 TSR. Inc. All Rights Reserved.

Rev. 7/91
Step 3 Insert Disk 1 into your floppy drive.
Before you begin exploring the dungeon, try using the mouse to manipulate
Step 4 Double-click on the Disk 1 icon. objects. Place the mouse pointer over one of the rocks at your feet and press the "Left"
mouse button to Take it. Move the mouse pointer over the movement button and press
Step 5 Drag the "Install" to the open drawer you have made. the "Left" mouse button to turn to the right. Place the rock shaped mouse pointer over
the right turn movement button and press the "Left" mouse button. Place the mouse
Step 6 Double-click on the "Install" icon and follow the prompt. pointer over the ground and press the "Left" mouse button to drop the rock. Take the
rock again, place it high in the 3D view and press the "Left" mouse bunon to throw the
Playing The Game: rock.
Floppy Disk - To play Eye of the Beholder from floppy drive, simply insert
Disk 1 into your drive when prompted for the Workbench Disk. Keyboard Quick Keys:
In the Arniga version of Eye of the Beholder, movement and access to the "Camp"
Hard Disk - To play Eye of the Beholder from your hard disk, boot up your menu are available from the keyboard. You can move about the dungeon by using the
computer, open the drawer where the game is currently residing, and then double-click following keypad keys:
on the Eye of the Beholder icon.
7 Tum Left 8 Move Forward 9 Tum Right
Starting The Game: 4 Slide Left 5 Move Backward 6 Slide Right
Creating Characters - When creating new characters, make sure that your 2 Move Backward
party contains two characters who can fight well, one who can cast mage spells, and
one who can cast clerical spells. The "Camp" menu can be accessed by pressing the "C" key on your keyboard.

Getting Started Quickly - IT you do not want to create characters and want Notes: Some minor changes have been made to the Amiga version that differ from
to get right into playing the game, select "Load Game In Progress" at the first menu. what is stated in the rule book. These changes do not affect game play.
Eye of the Beholder comes with a pre-rolled party that starts at the first level of the
sewer system. Combat:
Weapons - When a character has a weapon in his primary hand, he can only
Using The Mouse: use a small weapon, like a dagger, dart. or short sword in the other hand. Large
Taking - involves picking up or dropping items. To ''Take'' an item with the weapons cannot be used and will be greyed out. If the character is using a two-handed
mouse, place the mouse pointer over the item and press the "Left" mouse button. weapon, then any item in the other hand cannot be used and will be greyed out.
Bows will take arrows from either the secondary hand or the quiver. Slings will
Using - involves attacking with weapons, opening a spell menu, or drinking a take stones from the secondary hand, belt pouch, or backpack. Bows and slings are
potion. To "Use" an item, place the mouse pointer over an "in-hand" item (next to two-handed weapons.
your character's portrait) and press the "Right" mouse button. You can only "Use"
items from the main adventure screen (See Rule Book pg. 9). Casting Spells and Turning Undead - Invisibility and Invisibility 10'
radius is lost when a character makes an attack. A Flame Blade may appear in either
Selecting - involves choosing buttons such as Movement buttons, spell hand of the caster. A cleric must have his holy symbol in-hand to anempt to turn
level bunons, Camp buttons, or choosing from a list of spells to cast or memorize. To undead.
"Select" an item, place the mouse pointer over the item and press the "Left" mouse
button. When selecting a spell to cast either mouse button will select the spell in Monsters - When a monster approaches, make sure your fighters are in the
question. front ranks with a weapon in their primary hand. To attack, place the mouse pointer
over the weapon and press the "Right" mouse button. Once you are comfortable
Take: Left Mouse Button Use: Right Mouse Button fighting with the front rank characters, you can experiment with the characters in the
Pick an item from a character Attack with a weapon second rank by having them throw weapons and spells at the enemy.
Drop an item onto a character Bring up spells to cast Try equipping your characters with various combinations of weapons, shields, spell
Select a button Use an Item (Potion/Scroll) books, and holy symbols to maximize their fighting ability.
Manipulate a dungeon feature
Drop an item in the 3D view When Characters Take Damage - When a character is paralyzed, his name
Throw an item in the 3D view Select: Either Mouse Button will be highlighted and the items in both hands will be greyed out. When a character is
Move in the dungeon Select a spell to cast poisoned, his name will be highlighted, but will still be able to use items.

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