Advanced Dungeons & Dragons computer product E Y E O F T H E B E H O L D E R A LEGEND SERIES Fantasy Role-Playing Saga, Vol.1 CLUE BOOK STRATEGIC SIMULATIONS, INC. ----------------------------------------------------------- WESTWOOD ASSOCIATES CREDITS Writers Marc Cram, Michael Legg Eydie Laramore Special Thanks to Glenn Sperry STRATEGIC SIMULATIONS CREDITS Writers George MacDonald, Richard Wilson Support By Glen Cureton, John Kirk Art, Graphic Design & Desktop Publishing Louis Saekow Design: Peter Gascoyne Pre-press Production Louis Saekow Design: Kirk Nichols Printing American Lithographers, Inc. ----------------------------------------------------------- Strategic Simulations, Inc. reserves the right to make improvements in the product described in this clue book at anytime and without notice. Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this clue book, its quality, merchantability or fitness for any particular purpose. This clue book is provided "as is". ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are trademarks owned by and used under license from TSR, Inc., Lake Geneva, WI USA. Copyright 1991 Strategic Simulations, Inc. Copyright 1991 TSR, Inc. All Rights Reserved. This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations, Inc. No one is permitted to sell copies of this clue book to any person or institution except as provided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce to machine readable form this clue book without the prior written consent of TSR, Inc. Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright violation and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s). TABLE OF CONTENTS Introduction............................................................. STORY BACKGROUND......................................................... STRATEGY................................................................. The Characters....................................................... The Party............................................................ Combat Mechanics..................................................... Attacking............................................................ Tactics.............................................................. Ability Scores and Other Characteristics............................. Weapons and Armor.................................................... Spells............................................................... Non-Player Characters................................................ Monsters............................................................. Solving Puzzles...................................................... MAPS..................................................................... Level 1 - Upper Sewer Level.......................................... Level 2 - Middle Sewer Level......................................... Level 3 - Lower Sewer Level.......................................... Level 4 - Upper Level Dwarven Ruins.................................. Level 5 - Dwarven Ruins and Camp..................................... Level 6 - Bottom Level of Dwarven Ruins.............................. Level 7 - Upper Reaches of the Drow.................................. Level 8 - Drow Outcasts.............................................. Level 9 - Lower Reaches of the Drow.................................. Level 10 - Xanathar's Outer Sanctum, Mantis Hive..................... Level 11 - Xanathar's Outer Sanctum, Lower Reaches................... Level 12 - Xanathar's Inner Sanctum.................................. HINTS.................................................................... Level 1 - Upper Sewer Level.......................................... Level 2 - Middle Sewer Level......................................... Level 3 - Lower Sewer Level.......................................... Level 4 - Upper Level Dwarven Ruins.................................. Level 5 - Dwarven Ruins and Camp..................................... Level 6 - Bottom Level of Dwarven Ruins.............................. Level 7 - Upper Reaches of the Drow.................................. Level 8 - Drow Outcasts.............................................. Level 9 - Lower Reaches of the Drow.................................. Level 10 - Xanathar's Outer Sanctum, Mantis Hive..................... Level 11 - Xanathar's Outer Sanctum, Lower Reaches................... Level 12 - Xanathar's Inner Sanctum.................................. Solutions................................................................ Level 1 - Upper Sewer Level.......................................... Level 2 - Middle Sewer Level......................................... Level 3 - Lower Sewer Level.......................................... Level 4 - Upper Level Dwarven Ruins.................................. Level 5 - Dwarven Ruins and Camp..................................... Level 6 - Bottom Level of Dwarven Ruins.............................. Level 7 - Upper Reaches of the Drow.................................. Level 8 - Drow Outcasts.............................................. Level 9 - Lower Reaches of the Drow.................................. Level 10 - Xanathar's Outer Sanctum, Mantis Hive..................... Level 11 - Xanathar's Outer Sanctum, Lower Reaches................... Level 12 - Xanathar's Inner Sanctum.................................. Portals.............................................................. TREASURE GUIDE........................................................... Items By Level....................................................... Special Quest Bonuses................................................ INTRODUCTION EYE OF THE BEHOLDER is Strategic Simulaions, Inc.'s first ADVANCED DUNGEONS & DRAGONS (R) Legend Series fantasy role playing saga. In this game, the characters are hired by the Lords of Waterdeep to discover the source of an evil presence in the sewers beneath the city. The party must explore the sewers, avoid traps, and battle monsters to discover the source of the evil. EYE OF THE BEHOLDER (EOB) is different from previous AD&D (R) computer role playing games. EOB is based on the AD&D 2nd Edition rules. It is a real time game, where exploration, puzzle solving, and combat all happen continuously in the 3D window. EOB also requires more exploration and puzzle solving than previous AD&D computer role playing games. Because EYE OF THE BEHOLDER is a new kind of AD&D computer role playing game, this clue book is organized in a new way. The Strategy section contains advice on playing EOB effectively, including how to select a party, fight combat, best use spells, choose NPC companions, and defeat specific monsters. The Maps section contains the maps to all of the various levels in the game, but contains no hints or solutions to the puzzles. The Hints sections contains dues to the solution of many of the puzzles in EOB, but it does not contain the complete answers or the locations of the monsters. The Solutions section contains step by step solutions to the puzzles, locations of the monsters, and a road map of the magic portals in the game. The Treasure section contains lists of the treasures in all of the various levels of the game. This clue book acts as a player's guide to EYE OF THE BEHOLDER. A player can get as little or as much help as he likes. A player who wants to play the game effectively, but who wants to explore the game for himself can read the Strategy section and ignore the rest. A player who wants to play the game but who doesn't want to draw maps can use the Maps section and ignore the Hints and Solutions sections. A player who wants a push in the right direction when confronted by a difficult puzzle can check out the Hints section. And, the player who wants to see everything in the game can use the Solutions and Treasure sections so that he won't miss a thing. This clue book assumes that you have read the EYE OF THE BEHOLDER Rule Book and Data Card that came with your game. If you have any questions about how to do a specific action, check the Rule Book. If you have any questions about the installation or interface, check your Data Card. Armed with all of this knowledge you are sure to be successful in your quest. STORY BACKGROUND Dear Adventurers, It is my sincere hope that you receive this package before you begin your quest into the sewers beneath Waterdeep. This package contains notes found on a drow spy that could help you on your journey. The spy was captured two nights ago by Oltec, Captain of the Guard. Under interrogation, the drow revealed a disturbing plan. He claimed to be working for a being named Xanathar. The spy claimed that Xanathar is an evil crime lord that inhabits the deepest part of the sewer system. Supposedly, Xanathar magically teleported this drow into the city to spy into the city to spy on the Lords of Waterdeep. Xanathar did not have the capability to teleport the spy back into his underworld and so gave the spy this package of information to make the trip back underground safer. This package includes a map of some of the tunnels and caverns beneath Waterdeep. It also includes several sets of notes that point out traps and monsters to be avoided and items that might be useful on the trek. Use the information in this package wisely. It may be the advantage you need to defeat this wretched villain, Xanathar. Your trusted friend, KHELBEN STRATEGY Many elements make up the strategies the party will use in EYE OF THE BEHOLDER. These elements include: the characters that make up the party, the mechanics and tactics of combat, the equipment and spells used by the party, the NPCs that support the party, the monsters the party fights, and the techniques used to solve puzzles. The Characters There are many strategies for putting together an effective party of characters. Certain combinations of character classess and race are more effective than others. Single-Class vs. Multi-Class Non-human characters can be multi-classed characters, but that does not mean that they must be multi-class characters. Single-class characters have a number of advantages over multi-classed characters with the same amount of EXP. Single-class fighters have several advantages. With the same amount of EXP, they will average many more HP and have a better chance to hit than multi-class fighter combinations. Single-class clerics and mages will gain higher level spells much sooner than multi-class cleric or mage combinations. Spell casters become much more useful when they reach 5th level and can cast the 3rd level spells Fireball and Create Food. Characters can more effectively specialize in EOB than in other AD&D computer role playing games. With careful play, rear rank characters will seldom get into melee combat. This makes a single-class mage a viable character by reducing the effect of his limited abilities im melee. Also, the real time nature of EOB means that a character can only do one thing at a time, a character's ability to do many different things is often not as important as the ability to do one thing very well. The advantages of multi-class characters are obvious, they combine the abilities of several different classes of character in one. Thus, a fighter/mage can both melee effectively and castr spells, though he can do neither as well as a single-class fighter or mage with the same amount of EXP. Multi-classed characters are often useful to add an additional capability to a party, such as thieving skills or additional clerical healing spells. Racial Advantages Because of the monsters and situations in EOB, certain race/class combinations are very effective. The following are some specific types of characters and their advantages. Dwarven Fighter: A dwarven fighter with a high constitution has a high resistance to poison, which makes it much easier to fight giant spiders. A dwarf fighter can also have a Constitution of 19, which can further increase his HP. A dwarf also allows the party to read the writing on the wall in the dwarvish levels of the game. Human Paladin: Only humans can be paladins. Paladins can fight as well as any fighter, plus they have the ability to heal by laying on hands and, they have the ability to cast some low level clerical healing spells when they reach ninth level. Elven Mage: A single-class mage gains levels swiftly and will quickly gain the ability to cast useful spells like Fireball. An elven mage with a high dexterity has a high AC, which makes it easier to survive stray thrown weapons. As a mage, an elf's maximum constitution of 17 does not limit his HP and his maximum dexterity of 19 can increase his AC, a high dexterity is essential to a mage. An elf also allows the party to read the writings on the wall in the drow levels of the game. Human, Half Elven, or Elven Cleric: A single-class cleric swiftly gains levels and the ability to cast useful spells like Create Food. Humans, Half Elves and Elves can all have a maximum wisdom of 18 (thus gaining the maximum bonus spells) and have no level restrictions in this game. Half Elven Fighter/Mage/Cleric: This is the character with the most diverse talents in the game. This character can use almost every item in the game (excluding lockpicks), and has a limited ability to fight, can cast offensive spells, and heal. Unfortunately, a half elven fighter/mage/cleric will go up levels extremely slowly, and will have very few HP for most of the game. Elven Fighter/Mage/Thief: The thiefly counterpart to the half elven jack of all trades listed before. This character can use literally every item in the game and can pick locks as well. Unfortunately, an elven fighter/mage/thief will also go up levels extremely slowly, and will have very few HP for most of the game. Gnome Cleric/Thief: A gnomish cleric/thief makes a good character to fill out a party that already has a single-class cleric. The cleric/thief gives the party additional clerical healing spells plus the thieving ability of picking locks. The Party A party should include a good mix of classes and races to deal with the many horrors in EOB. The player will need to decide upon his overall party strategy before making the characters in his party. In general, a party should have at least two characters who can fight well for the front rank, a character who can cast mage spells, and at least one character who can cast clerical healing spells. Fighters The party has many choices for the two front rank characters who can fight well. Most races make reasonable fighters, and fighter, paladin, and ranger class characters can all fight well. Even single-class cleric and dual class fighter/cleric characters can be effective front rank characters in the beginning levels of the game. Also, most of the NPC characters the party meets later in the game can fight well and could be used in the front rank. Spell Casters The choice of the various spell casters is also important to the strategy of the party. One character who can cast mage spells is normally sufficient for most parties. Mages must find their higher level spells on scrolls, the supply of scrolls is limited, so it not efficient to divide those spells among several mages in a party. It is often useful to have two characters who can cast clerical healing spells. It is important not to get caught after a battle without a conscious cleric. A conscious cleric with a few Cure Light Wounds spells can heal as many HP in hours, as a party without a conscious cleric could heal in many days of rest. Party Makeup One strategy is to create a party of specialists who go up in levels with the fewest number of EXP. This party works well so long as the warriors in the front rank never let the spell casters in the rear rank get into melee. Specialist Party: Dwarven Fighter, Human Paladin, Elven Mage, and Half Elven Cleric Another strategy is to create a party of generalists who are multi-classed characters. This party should always have some character with the appropriate skill for a situation. But, such a diverse party will take a lot of EXP to get to higher levels. Generalist Party: Dwarven Fighter/Thief, Half Elven Fighter/Cleric, Elven Fighter/Mage, Half Elven Cleric/Mage A further strategy is to have a mixed party with specialist warriors in the front rank and generalist spell casters in the rear rank. This strategy makes sure that the fighters gain levels (and HP) as quickly as possible, but that the spell casters will have a wide variety of spells available. Mixed Party: Dwarven Fighter, Human Paladin, Half Elven Cleric/Mage, Gnome Cleric/Thief. Combat Mechanics Understanding the combat mechanics used in EYE OF THE BEHOLDER allows the party to use the most effective weapons and tactics in different situations. Each character's ability in combat is defined by his AC, THAC0, and damage. AC A character or monster's difficulty to be hit is represented by his Armor Class or AC. The lower the target's AC, the harder it is to hit the target. AC is based on armor and a dexterity bonus. Some magic items also help a character's AC. THAC0 A character's THAC0 represents his ability to hit enemies. THAC0 stands for To Hit Armor Class 0. This is the number a character must 'roll' equal to or greater than to do damage on a target with an AC of 0. The lower the attacker's THAC0, the better his chance to hit the target. A character's THAC0 is based on his class and level. Note: the generation of a random number is often referred to as a 'roll'. In determining if an attack hit, the number generated is from 1 through 20. The base roll is modified by the character's ability scores and any magic weapons. An attack is successful if the roll is greater than or equal to the attacker's THAC0 minus the target's AC. Example: A fighter with a THAC0 of 15 attacking a monster with an AC of 3 would need to roll: (THAC0=15)-(AC=3) = 12+. But to hit a monster with an AC of -2 he would need to roll: (THAC0=15)-(AC=-2)=17+. Damage When a hit is scored, the attacker does damage. Damage is the range of HP loss the attacker inflicts when he hits an opponent in combat, and it depends on the attacker's strength and weapon type. The damage each weapon can do is summarized in the Weapons List. Some monsters take only partial or no damage from certain weapon types. Skeleton, for example, take only half damage from sharp or edged weapons. Attacking Characters generally engage in melee combat, which is face-to-face fighting with weapons such as swords and maces. Characters also have other options, such as casting spells and ranged combat, with bows and slings. In general, a character attacks the enemy in the front rank on his side of the screen. when there only one enemy left in battle, it moves to the center of the square and characters from both sides can attack it. Combat Strategies To succeed in combat, a skilled player deploys his party well, casts effective spells before and during combat, maneuvers his characters into advantageous positions, and attacks using his most powerful characters and weapons. Deploying the Party Keep the heavily-armored fighters in the front rank and the vulnerable mages and thieves in the rear ranks. Equipping the Party Equip characters in the front rank with the most powerful melee weapons you can find. See the Weapons Table to see how much damage each type of melee weapon can do. As soon as you find enough weapons, warriors should carry a one handed weapon in their primary hand and a short sword in their secondary hand. Equip characters in the rear ranks with the most powerful ranged weapons you can find. See the Weapons Table to see how much damage each type of ranged weapon can do. Spell casters should have their holy symbols and spell books in-hand, ready to cast spells. Characters who use thrown weapons should carry weapons both in-hand and in their belt pouch for quick reloading. Front rank characters who use thrown weapons may wish to carry a shield or short sword at the top of their belt pouch. This shield or short sword will be readied automatically after they attack with the last of their thrown weapons. Be sure to recover your ranged weapons after each battle and to collect all of the ranged weapons you can find. Ranged weapons get used up quickly in battle, and they may have special uses later in the game. Wounded Characters Characters who are seriously wounded should be moved out of the front rank if possible. It is much easier to heal a wounded character than it is to bring a dead character back to life. Moving and Fighting If you are exploring an area, move with the compass on the screen to facilitate mapping. If you are moving through an explored area, move with a spell menu on the screen and an attack spell showing. Always move with the Adventure Screen up, you can't fight from the Equipment or Character Screens. With both the adventure screen and spell menu up you are prepared for battle. Prepare for battle before you open any door, climb or descend stairs, or push a button that could open a door or secret wall. Monsters often lurk behind closed doors or secret walls, and monsters are always ready for combat. Remember that you can move and fight at the same time. You can move backwards to dodge an enemy melee attack. You can move side-ways to dodge an enemy ranged attack. You can even run away and close a door behind you to get away from a particularly nasty fight. Fighting from the Keyboard Fighting from the keyboard takes a little more planning than fighting with a mouse. To fight effectively, quickly choose the item you want to attack with and press the U key to Use it. There are two ways to move the item highlight and choose the item you want to attack with: the A, S, W and Z, item cursor keys, and the F1-F6 character selection keys. The party's equipment should be set up to take maximum advantage of the way you move the item highlite. If you use the A, S, W and Z, item cursor keys to move the item highlight, place the six weapons the party uses most in the primary and secondary hands of the front rank characters and in the primary hands of the first two rear rank characters. Before a battle, start the item highlight on the primary hand of the character in the upper right hand corner. Practice quickly moving the item highlight in a circle through these six items, Using each item in turn. By the time the cursor gets back to the first item, that item should be ready to Use again. If you use the F1-F6 character selection keys to move the item highlight, place the four to six weapons the party uses most in the primary hands of each of the characters. Before a battle, start the item highlight on the primary hand of the character in the upper right hand corner. Practice using the F1-F6 keys to quickly moving the item highlight in a circle through these four to six items, Using each item in turn. By the time the cursor gets back to the first item, that item should be ready to Use again. Once you can move the item highlight and use weapons quickly, add moving and casting mage spells to the combat rhythm. In general, if the combat situation requires that the party move, then interrupt your combat rhythm and move! To cast spells effectively in combat, take the first spare instant to Use a mage's spell book and open the spell menu. Resume attacking with weapons until you have another spare instant, the choose the spell level, the spell within that level, and the cast the spell. You can eliminate choosing the spell within a level if you memorize only the attack spells Magic Missile, Melf's Acid Arrow, Fireball, Ice Storm, and Cone of Cold. With a little planning and practice, you can fight as effectively with the keyboard as you can with the mouse. While the party's attacks may sacrifice some flexibility, they will gain in consistency and rhythm. Tactics The monsters on the first several levels are each designed to require a different combat strategy for maximum effectiveness. The player should try to learn different combat strategies to fight each type of monster most effectively. Level 1 The monsters on level 1 do not have special abilities or weaknesses. It only requires that the party learn to melee effectively to survive. Level 2 The monsters on level 2 are undead. The party should learn that these monsters can be turned by a cleric who has his holy symbol ready and in-hand. Level 3 The kuo-toa have ranged attacks. The party should learn to dodge the ranged attacks before closing with the monster to melee. Levels 4 & 5 The giant spiders have a poisonous bite. The party should learn 'shoot and scoot' tactics to keep out of melee. These tactics consist of learning to move backwards while attacking with ranged weapons and spells. Level 6 The kenku have multiple ranged attacks, travels in groups, and can surround a slow moving party. The party should learn to keep dodging until the flock has expended all of its ranged attacks. The party also needs to learn to use area effect damage spells, like Fireball, to clear out the flocks quickly and to move swiftly so as not to get trapped in a corridor with foes both in front and behind. There is a wizard on level 6 that has many area effect spells. Here the party needs to learn 'hit and run' tactics. These tactics are to dodge back around a corner, strike at their foe as he presents his flank, and then dodge back againg as he turns to face the party. The object of this tactic is to always avoid the enemy's devastating fire power. Level 7 The drow have weapons coated with a paralyzing poison and have a significant resistance to magic. The party should learn to rely on missile fire and maneuver, instead of magic and melee, to defeat their foes. Once the party has learned all of this tactics, they have a chance against any of the monsters in the game. All the party has to do then is decide which tactic is most effective in each situation. ABILITY SCORES AND OTHER CHARACTERISTICS Strength The Strength Chart lists the modifiers to melee his probability and the damage adjustment based on the character's Strength. Strength Chart Ability Score Melee Hit Probability Damage Adjustment ---------------------------------------------------------------------------- 3 -3 -1 4-5 -2 -1 6-7 -1 none 8-15 normal none 16 normal +1 17 +1 +1 18 +1 +2 18/01-50* +1 +3 18/51-75* +2 +3 18/76-90* +2 +4 18/91-99* +2 +5 18/00* +3 +6 19# +3 +7 20# +3 +8 21# +4 +9 22# +4 +10 * These bonuses are available only to fighters, paladins, and rangers. # These scores are only possible in this game through magic. Dexterity The Dexterity Chart lists the modifiers to missile hit probability and the AC adjustment based on the character's Dexterity. Dexterity Chart Ability Score Melee Hit Probability AC Adjustment ---------------------------------------------------------------------------- 3 -3 +4 4 -2 +3 5 -1 +2 6 0 +1 7-14 0 0 15 0 -1 16 +1 -2 17 +2 -3 18 +2 -4 19 +3 -4 Constitution The Constitution Chart lists the Hit Point Adjustment that a character gets every level. Constitution Chart Ability Score Hit Point Adjustment ---------------------------------------------------------------------------- 3 -2 4-6 -1 7-14 0 15 +1 16 +2 17 +2(+3)* 18 +2(+4)* 19 +2(+5)* * These bonuses are available only to fighters, paladins, and rangers; for all other classes the maximum hit point adjustment for constitution is +2. THAC0 THAC0 is not an ability score, but it is an important characteristic. The THAC0 Chart lists a character's base THAC0 for his class and level. THAC0 Chart Character Level Class 1 2 3 4 5 6 7 8 9 10 11 ---------------------------------------------------------------------------- Cleric 20 20 20 18 18 18 16 16 16 14 14 Fighter 20 19 18 17 16 15 14 13 12 11 10 Mage 20 20 20 19 19 19 18 18 18 17 17 Paladin 20 19 18 17 16 15 14 13 12 11 10 Ranger 20 19 18 17 16 15 14 13 12 11 10 WEAPONS AND ARMOR Weapons Weapons are divided into 3 classes: melee, thrown, and fired. Melee weapons are used only in close combat, while thrown and fired weapons are used at range. Characters in the front rank can use melee and ranged weapons. Characters in the rear ranks can only use ranged weapons. Note the Classes sections starting on page 23 in the rules that limit some character classes to certain weapons. The Weapons Chart lists the weapons with their range of hit point damage versus small, medium, and large-sized creatures. The damage done by a melee weapons is adjusted by the attacking character's strength and any magical bonus the weapon may have. Weapons Chart Damage vs. Small & Medium Damage vs. Large ---------------------------------------------------------------------------- Melee Weapons: Staff* 1-6 1-6 Mace 2-7 1-6 Short Sword 1-6 1-8 Flail 2-7 2-8 Axe 1-8 1-8 Long Sword 1-8 1-12 Halberd* 1-10 2-12 Thrown Weapons: Rock 1-2 1-2 Dart 1-3 1-2 Dagger 1-4 1-3 Spear 1-6 1-8 Ranged Weapons: Sling & Rocks* 1-4 1-4 Bow & Arrows* 1-6 1-6 * These two-handed weapons must be used from the primary hand Armor Armor provides a character a base AC. The lower the character's AC, the harder it is for an attack to hit. AC is based on the character's armor and his dexterity bonus. Some magic items also help a character's AC. Note the Classes sections starting on page 23 in the rules that limit some character classes to certain types of armor. The Armor Chart lists the types of armor in EOB and the base AC they provide a character. Armor Chart Armor Type Base AC ---------------------------------------------------------------------------- Robe 10 Shield* 9 Leather Armor 8 Scale Mail 7 Chain Mail 6 Banded Armor 4 Plate Mail 3 * A shield subtracts 1 AC from any armor it is used with. Boots, helmets, and non-magical bracers may look like armor, but they do not modify a character's AC. They can safely be left as weights on pressure plates. Magical bracers, however, can modify a character's AC. Spells Spells are an important part of a party's capabilities. The spells that the party's spell casters memorize will have an important effect on the party's tactics. In the following section, the spells have been divided into types: Offensive Spells, Defensive Spells, and Other Spells. There are specific hints on when each type of spell is most effective. Spells that are available only to clerics are marked with an *. Offensive Spells Burning Hands, *Cause Light Wounds, Shocking Grasp, *Flame Blade, Vampiric Touch, *Cause Serious Wounds and *Cause Critical Wounds: These are hand to hand magical attacks. The spell caster must be in the front rank to attack with them. Because of the time it takes to cast these spells and the vulnerability of many spell casters, they are normally the offensive spells of last resort. Magic Missile, Melf's Acid Arrow and Flame Arrow: These are ranged magical attacks that affect only one monster at a time. They allow the spell caster to attack from the safety of the rear ranks. They are the favorite offensive spells of lower level mages. Hold Person, Fireball, Lightning Bolt, Fear, Ice Storm, Cone of Cold, *Flame Strike and Hold Monster: These are ranged magical attacks that can affect several monsters in an area. Because of the damage they can do, they are often the preferred offensive spells of higher level spell casters. These area effect spells are especially effective when fighting many monsters. Look closely at the area of effect of the various spells. The spells that affect several squares are more effective against monsters that cannot attack in groups. The spells that effect a single square are most effective against monsters that attack in groups. Two of these spells take special care when they are used. If the target of an Ice Storm spell is within melee range of the party, the party will also take damage from the spell. The Hold Person spell only affects kobolds, dwarves, and drow. Defensive Spells Armor, *Protection from Evil, Shield, *Magical Vestment, *Protection from Evil 10' Radius, and Stoneskin: These spells mainly provide protection against physical attacks. Cast these spells on your front rank characters just before dangerous battle. Stoneskin is often the preferred physical defensive spell of higher level spell casters. *Bless and *Prayer: These spells mainly provide protection against magical attacks. Cast these spells on your front rank characters just before dangerous battles. Healing Spells *Cure Light Wounds, *Aid, *Cure Serious Wounds, and *Cure Critical Wounds: These spells replace a character's lost HP. The Aid spell can increase a character's HP over his normal maximum value, but only increases HP temporally. Cleric class characters should always have a few Cure Light Wounds spells memorized to quickly heal the party while resting. *Slow Poison, *Remove Paralysis, *Neutralize Poison: These spells slow or remove the effects of poison or paralysis. Keep a number of these spells memorized whenever the party is anywhere near a monster who can poison or paralyze the party. *Raise Dead: This spell will bring a character back from the dead. Keep one of these spells memorized once your cleric gets to a high enough level. Other Spells Detect Magic: This spell is very useful in evaluating the items the party picks up during the game. The spell causes all magical items carried by the party to glow blue. Invisibility and Invisibility 10' Radius: Invisibility is a useful defense for a character in the rear ranks who avoid attacking. Invisibility 10' Radius is useful to hide the entire party from mystic sensors and prying eyes. Even when the party is invisible, most monsters will sense the party's general location, though the monsters get big penalties on attacks against invisible targets. *Create Food & Water: This spell is very useful in the lower levels of the dungeon where food is scarce. Be sure to memorize this spell before the party begins starving not after! Haste: This spell is especially useful when fighting monsters who are very fast. The Haste spell allows a party to make melee attacks much faster. Cast this spell on your party just before dangerous battles. NON-PLAYER CHARACTERS There are nine non-player characters that can join the party throughout the adventure. Some are found as bones that can be resurrected. The NPC list show the character's class, alignment, race/gender, ability scores, and maximum hit points. The list also shows the location where you find the NPC, his initial status, and any equipment the NPC has on-hand or nearby. Tod Uphill ---------- Class: Level 5 Thief Alignment: Chaotic-Neutral Race/Gender: Halfling Male Ability Scores: Str.: 17 Int.: 11 Wis.: 14 Dex.: 19 Con.: 18 Cha.: 16 Hit Points: 32 Location: Level 1, location 2 Status: Dead (bones) Equipment: Lockpicks Anya ---------- Class: Level 4 Fighter Alignment: Chaotic-Good Race/Gender: Human Female Ability Scores: Str.: 18/59 Int.: 5 Wis.: 11 Dex.: 14 Con.: 16 Cha.: 9 Hit Points: 45 Location: Level 3, location 40 Status: Dead (bones) Equipment: Leather Armor, Long Sword, Spear Taghor ---------- Class: Level 5 Fighter Alignment: Chaotic-Good Race/Gender: Dwarf Male Ability Scores: Str.: 17 Int.: 11