850 lines
38 KiB
Groff
850 lines
38 KiB
Groff
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POOL OF RADIANCE
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INTRODUCTION
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Welcome to the official ADVANCED DUNGEONS & DRAGONS computer
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product, Pool Of Radiance, a FORGOTTEN REALMS fantasy role-playing
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epic. This adventure game is based on the rules and background created
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by TSR, Inc. with a storyline created especially for this game.
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The Pool Of Radiance adventure begins in the ruined city of Phlan on
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the northern shore of the Moonsea, where adventurers from the civilized
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nations are trying to rebuild this once-proud city. Your adventurers
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start out as beginning characters at the first level of experience and
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can advance to higher levels as they help bring back Phlan to its
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former glory.
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WHAT COMES WITH THIS GAME:
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In addition to the game disks, you should find four other items in
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your game.
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THE RULE BOOK
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This is what you are reading. If you have game play questions during
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the course of the game, refer to this book.
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THE ADVENTURER'S JOURNAL
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This contains background and introduction to the Forgotten Realms
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and the scenarios, plus maps, rumors, and stories that may be true or
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false. It also contains Appendices, tables and reference information,
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to help speed game play. You will confirm the true rumors and expose
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the false ones during the game.
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THE QUICK START CARD
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This explains how to start the game, make menu choices, and indicate
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items using your computer. It also lets you get right into the game
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without having to read through the rules.
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THE TRANSLATION WHEEL (SPHINX NOTE: Wheel not included)
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As your characters progress through the Forgotten Realms, they will
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occasionally find Dethek (Dwarvish) and Espruar (Elvish) runes. The
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wheel is a method of translating those runes into English words so you
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can understand them. The Translation Wheel has four parts:
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Espruar (Elvish) Runes. Around the outside rim are the elvish runes.
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Dethek (Dwarvish) Runes. Just inside the elvish runes are the
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dwarvish runes.
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Three Paths. Spiraling out from the inside are three parts
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identified graphically as:
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.....
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-..-..-
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----
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Six Rings. Six numbered rings, each with three holes showing
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letters, are located inside of the dwarvish runes.
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USING THE WHEEL
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You can get many kinds of information from the wheel:
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Five or Six Letter Code Words. The computer displays 2 runes and a
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path. Match up the two runes and read the letters from rings 1 through
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6. If the first character is a number, ignore it and read the letters
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from rings 2 through 6.
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Three Letter Code Words. The computer displays 2 runes and a ring
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number. Match up the two names and read the letters on that ring
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clockwise from the ..... Path.
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Translate Elvish (Espruar) to English or Dwarvish (Dethek). The
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computer displays a list of Elvish runes. Match the Translate Espruar
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Tab to each Elvish Rune, one at a time. Read the English letter in Ring
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1 of the ..... Path. Read the Dwarvish rune at the Translate Dethek
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Tab.
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Translate Dwarvish (Dethek) to English or Elvish (Espruar). The
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computer displays a list of Dwarvish runes. Match the Translate Dethek
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Tab to each Dwarvish Rune, one at a time. Read the English letter in
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Ring 1 of the ..... Path. Read the Elvish Rune at the Translate Espruar
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Tab. Some Dethek runes have more than one translation; try each when
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translating words.
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GETTING STARTED QUICKLY:
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You can get right into playing Pool Of Radiance by using the
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instructions on your Quick Start Card and using the characters
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provided. If you have any questions as you play, refer back to these
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rules for a complete description.
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READING THE RULE BOOK:
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This book is divided into sections describing how to manipulate the
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game by using the menus on the screen. The menus are lists of commands
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that you choose according to the instructions on your Quick Reference
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Card.
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Central to the game is the concept of the 'active character.' The
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active character is highlighted on the character display. Any command
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that affects a single character affects the active character. Commands
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that affect the whole party do not require an active character.
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In combat the active character is picked automatically according to
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the characters initiative. From other menus the active character may be
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changed before choosing any commands.
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All commands are menu based. If a command affects the whole party,
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indicate the command as listed in your Quick Reference Card. If the
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command affects one character, indicate the character and then the
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command.
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Example: To look at a character's items, indicate the character,
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choose View, and then choose items. The computer displays a list of the
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character's items and the items' readied status for combat.
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Menus are displayed either vertically or horizontally. Vertical
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menus are used to make a choice of someone to act, such as a member of
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an adventuring party, or something to act upon, such as one item out of
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several carried. If there are more choices than will fit on the screen
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at once you can change pages using Next and Prev commands (or the Pg Up
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and Pg Dn keys.)
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Horizontal menus are lists of commands giving the options of what
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the character can do or what you can do to the character. When space
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permits, each horizontal menu is preceded by the menu title. This is
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set off by a colon and is not an option on the menu. Menus are shown
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with their title and each command in the rules. As an example, the
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Encamp Menu contains commands for Save, View, Magic, Rest, Alter, Pool,
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and Exit. It is shown as:
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Encamp Menu:
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ENCAMP: SAVE VIEW MAGIC REST ALTER EXIT
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Unless otherwise specified the Exit command on any menu returns you
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to the next higher level menu. On many computers the Escape key acts as
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an Exit command from any menu.
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CHARACTERS AND THE PARTY
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WHAT ARE CHARACTERS?
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You create characters to accomplish quests in the Forgotten Realms.
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Characters are differentiated by their Race, Ability Scores, and Class.
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Several characters are needed to accomplish the missions presented
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here. These characters make up a Party. For maximum flexibility, you
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should have a balanced party with characters of different classes and
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races.
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THE SIX PLAYER RACES IN Pool Of Radiance
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Dwarf. This is a cunning race of sturdy workers and craftsmen. They
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have no magic of their own, but are resistant to magic. Dwarves can
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advance up to 9th level as fighters, and any level as thieves. They can
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be fighters and thieves at the same time. Dwarves can see in the dark
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using infravision.
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Elf. This is along-lived race. As tall as humans but slimmer, they
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can be fighters, magic-users, thieves, fighter/magic-users,
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fighter/thieves, magic-user/thieves, and fighter/magic-user/thieves.
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They can advance to 7th level as fighters and 11th level as
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magic-users, and any level as thieves. Elves also have a better chance
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of finding hidden objects and can see in the dark using infravision.
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Gnome. Members of this race are shorter and slimmer than their
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cousins the dwarves. They can go up to 6th level as fighters, and any
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level as thieves. They can be fighter/thieves.
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Half-Elf. These hybrids have many of the virtues of both humans and
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elves. Like elves, they can be more than one class at once, though they
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can advance only to 8th level as magic-users and 8th level as fighters.
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Like humans, half-elves can be clerics, and unlike humans, combine that
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class with other classes.
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Halfling. These folk are about half the size of a human, hence their
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name. They have little ability with magic, but are resistant to its
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influences. They can be fighters, thieves, and fighter/thieves. They
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are limited to becoming 6th level fighters but have no limits as
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thieves.
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Humans. This is the most common player-race in the Forgotten Realms.
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They have unlimited progression as fighters, magic-users, clerics, and
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thieves.
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ABILITY SCORES
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The computer randomly generates the ability scores that every
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adventurer has. There are six ability scores; all have some effect on
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the play of the character. Ability scores are based on a range from 3
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(low) to 18 (high). Each Character Class (see below) has a Prime
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Requisite ability score. A Prime Requisite of 15 or more increases the
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amount of Experience (see below) the character gets from adventures.
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Strength (Str). This is the means of how much a character can carry
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and how much damage he can do in a fight. The Prime Requisite for
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fighters is strength. Fighters with an 18 strength also have a percent
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value from 1 to 100 (listed as 01-00), denoting the highest possible
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natural character strength.
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Intelligence (Int). This is the measure of how much a character can
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ultimately memorize. The Prime Requisite for magic-users is
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intelligence.
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Wisdom (Wis). This is the measure of a character's ability to
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understand the ways of the world and interact with it. The Prime
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Requisite for clerics is wisdom.
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Dexterity (Dex). This is the measure of the manual dexterity and
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agility of the character. The Prime Requisite for thieves is dexterity.
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Constitution (Con). This is the measure of the overall health of a
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character. It influences both Hit Points (see below) and the
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character's chance of surviving the effects of a raise-dead spell.
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Charisma (Cha). This is the measure of how well the character
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interacts with other characters. It is sometimes a factor when the
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character has an encounter with Non-Player Characters, usually called
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NPCs.
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Each character also has two other important values: Hit Points and
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Experience Points.
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Hit Points (HP). This characteristic is derived from a character's
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constitution (he gains a bonus to his Hit Points per level if his
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constitution is over 14), his level, and his character class (see
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below). Every time a character is hit in combat, he loses HP. A
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character with many HP can survive far longer in combat than one with
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few HP. When a character reaches 0 HP he is Unconscious and may be
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Dying or Dead, depending on how much damage he has taken.
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Experience Points (XP). As a character has adventures, kills
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monsters, and accumulates treasure, he gains Experience Points. When he
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has enough XP he can increase in level, becoming more proficient in his
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class. The computer keeps track of XP. Every character starts at first
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level with 0 XP.
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CHARACTER CLASSES
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An adventurer must be at least one of the following character
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classes. A human adventurer can only be one class, non-humans can
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combine classes. A character with combined classes has more playing
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options, but he advances more slowly in his profession because he is
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doing more than one thing at a time and his XP are divided up among his
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classes.
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Cleric. The cleric is a holy crusader who fights for the causes of
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his religion. Due to religious restrictions, he cannot use a cutting
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weapon that draws blood, such as a sword or an arrow, but can use any
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form of armor and use crushing weapons, such as a mace. He casts holy
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spells that can heal and support his friends and also uses his natural
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holy power to drive away undead. Some magic items are actually holy
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objects that only a cleric can use. A cleric gains 1-8 HP with every
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advance in level to 9th level, plus any constitution bonus. From 10th
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level on, he adds 2 HP per level, without constitution bonus.
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Fighter. The fighter can use any form of armor or weapon including
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magic ones, but most other magical items, and all magical spells, are
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beyond him. A fighter gains 1-10 HP plus constitution bonus with each
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advance in level through 9th level. With the 10th level, he gains 3 HP
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per level without constitution bonus.
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Magic-User. The magic-user is potentially the most powerful
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character class, but he starts out weak. Initially, he has very few HP.
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In addition, he cannot memorize many spells, and must carefully husband
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his few spells until he gains more through advancement in level.
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The beginning magic-user is given four first-level spells in his
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magic book. He can add one additional spell to his magic book every
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time he advances a level. He can also scribe spells into his magic book
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from scrolls he finds in the course of his adventures.
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In this game, magic-users cannot use any form of armor or any weapon
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other than a dagger or staff. However, there are many magic items only
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a magic-user can use. A magic-user gains 1-4 HP with every advance in
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level through 11th level, plus constitution bonus. At 12th level and
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beyond he gains only 1 HP per further level.
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Thief. This is the thief of the sagas, who uses trickery and
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misdirection-instead of brute force-to win his objective. This is the
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only profession in which demi-humans may climb as far as any human.
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Indeed, halflings and elves are especially adept in this craft. To be a
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proficient thief, a character must have a high dexterity.
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Thieves must stick to leather-based armor and have a restricted list
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of weapons. A thief gains 1-6 HP with every advance in level, plus
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constitution bonus, through 10th level. They gain 2 HP, without
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constitution bonus, per level thereafter.
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Multiple Classes. Non-human races can sometimes be a combination of
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classes. When a character is more than one class, his HP per level are
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averaged among the classes involved. However, his experience is split
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between the two classes even when he cannot further advance in one of
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them. He gains all the benefits of both classes in regard to weapons
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and equipment.
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ALIGNMENTS
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Alignment is the philosophy a character lives by. While the actions
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of a character are under your control, the character's alignment can
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affect how NPCs in the game view him. The computer provides all the
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possible Alignments for a character and you can choose any of those you
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wish.
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Lawful Good. Followers of this alignment strictly interpret law and
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order, but they use these principles to bring all the benefits to the
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society.
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Lawful Neutral. Followers of this alignment view regulation as
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all-important, taking a middle road between good and evil.
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Lawful Evil. Followers of this alignment believe in the rulership of
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the strong and the enslavement of the weak.
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Neutral Good. The follower of this alignment believes there must be
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some regulation in combination with freedoms if the best is to be
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brought to the world.
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True Neutral. A follower of this alignment believes that everything
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must be kept in balance-law and chaos, and good and evil-to maintain
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world harmony.
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Neutral Evil. The follow of this alignment considers law and chaos
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to be minor considerations as long as evil is brought to the world.
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Chaotic Good. Followers of this alignment value randomness and
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freedom, but also value life and individual welfare.
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Chaotic Neutral. Followers of this alignment value randomness and
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disorder over either evil or good.
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Chaotic Evil. The Chaotic Evil character disdains laws and order,
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kindness and good deeds. He seeks positions of power, glory, and
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prestige in a system ruled by his own whims.
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STARTING EQUIPMENT
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Each character is assumed to have starting equipment including
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clothes, boots, backpack, money pouch, food, water, tinderbox, and
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flint and steel. The character's on-screen list of items only includes
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important items such as weapons, armor and magic items.
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PLAYING THE GAME
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To play Pool of Radiance you need a party of characters. You can use
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the party of characters provided or you can create your own.
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CREATING A PARTY OF CHARACTERS:
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A party is a group of characters you have generated and saved to the
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save game disk for use in missions. You may have up to 6 Player
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Characters (called PCs or characters) in your party at a time. You can
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control up to 8 characters in a game, but the remaining two slots are
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left open for NPCs your characters may hire or meet along the way.
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When starting a game, the first screen you see is one with positions
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for the vital information about the characters in the party and a menu
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with all the ways of putting together an adventuring party. This is the
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Party Creation Menu.
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Party Creation Menu:
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Create New Character
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Drop Character
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Modify Character
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Train Character
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View Character
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Add Character To Party
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Remove Character From Party
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Load Saved Game
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Save Current Game
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Begin Adventuring
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Exit to DOS
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The following describes the results of using each command.
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CREATE NEW CHARACTER
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This is the opportunity to build an adventurer from scratch. This
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leads you through a series of menus to help you define the character.
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Pick Race Menu. This gives you the choice of the six races a
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player-character can be in the Forgotten Realms.
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Pick Gender. After you pick a character's race, you pick their
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gender. Gender affects the possible strength of a character and what
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sort of portraits you will have to choose from to represent the
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character.
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The computer randomly generates the ability scores that every
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adventurer has. Once you have seen the ability scores, you may have the
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computer roll again and it will randomly generate a different
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character. Otherwise, you may accept the rolls, and take the character
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as generated.
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If you accept the rolls, you still have the opportunity to alter the
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character to match your own character from the AD&D game by using the
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Modify Character command described later.
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Pick Character Class. This gives you the choice of the class or
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classes your character is qualified for based on his race and ability
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scores.
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Pick Alignment. From this menu the computer provides all the
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possible Alignments for a character. You can choose the one you wish.
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Name Character. Your choice of name for a character is entirely up
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to you. You cannot use more than 15 letters in a name.
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The computer displays the complete character screen and gives you a
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chance to save the character. If you save the character, it is written
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to the save game disk to become one of the regular characters you play.
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At this time the computer generates a portrait of your character.
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You can choose both the head and body of your characters portrait. You
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then choose the weapon, head, and colors for your character's combat
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icon (the figure that represents the character in combat). Refer to the
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Encamp section for instructions on how to alter combat icons.
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Exit. From any of these menus this command brings you back to the
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Party Creation Menu.
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DROP CHARACTER
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This command is only used when you never want to play with a
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particular character again. It eliminates the character's record from
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the save game disk and leaves a space in which you can create a new
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character to fit.
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MODIFY CHARACTER
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You may bring your favorite beginning AD&D character into the Pool
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Of Radiance. Create a character of the proper race and class and then
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modify it to match your non-computer AD&D character. You can adjust the
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created character's ability scores and HP. The character must start at
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0 XP and with no items beyond those he can buy with his initial gold
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allowance.
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TRAIN CHARACTER
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Use this command when a character has attained enough experience to
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advance a level (see Appendices). This is available at the start of an
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adventure and when the party travels to the Guild to get training.
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The computer asks who is to train, and checks the current XP of the
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character. If he has sufficient points, the computer subtracts the cost
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of the training from the character's current money and the character
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advances a level. This takes no game time.
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A character can only advance as high as the highest level character
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willing to train him. In the Training Hall of Phlan, the maximum limits
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are 8th level fighter, 9th level thief, and 6th level cleric and
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magic-user.
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VIEW CHARACTER
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This allows you to View a Character, as described under that heading
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below.
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ADD CHARACTERS TO PARTY
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This command allows you to pick party members from previously used
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characters that are on a save game disk.
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REMOVE CHARACTER FROM PARTY
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Since a party may only include 6 player characters, you can use this
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command to write a character to the save game disk and then substitute
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another with the Add Character To Party command. The Saved character
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will replace the previous entry for that character on the save game
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disk.
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LOAD SAVED GAME
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This command brings up a previous adventuring party from the save
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game disk.
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SAVE CURRENT GAME
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This command puts the group you are currently constructing onto the
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save game disk for future reference. Then some versions will allow you
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to exit the game.
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BEGIN ADVENTURING
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When your party is ready to go, use this command to return to the
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game. Follow the on-screen messages to get back into the game and you
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are ready to go with your new party of adventurers.
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NON-PLAYER CHARACTERS (NPCs):
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In the course of a game, the party can run into many characters
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controlled by the computer. They may talk to the party, attack the
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party, and even offer to join the party. These are known as Non-Player
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Characters, or NPCs.
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There are three kinds of NPCs: those you can hire at the Training
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Hall to adventure with your party, filling in the two slots possible in
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a party that you cannot fill with player characteristics; those who
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volunteer to join the party for a specific mission or quest; and those
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who won't join the party but will give either information or a fight.
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WHAT YOU CAN DO WITH NPCS
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NPCs that want to join you are treated like your player characters,
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with a few differences. Remember that you can only have room for 2 NPCs
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if you have a party of 6 player characters. During an adventure you may
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find NPCs that you want to add to your party. You should seldom have
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more than 7 characters in your party so there is room to add the NPC.
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The computer commands NPCs in battle. They have Morale. If things
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are going badly for the party, they may run, even if you don't want
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them to.
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You can give NPCs treasure, which may help their morale, but you
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cannot trade their items to other characters. If they die, however, you
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can use the Trade Items function to take their items.
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LOYALTY
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NPCs can also be traitors insinuated into your party, depending on
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the way the adventure goes. They can spy on you and give information to
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your enemies, and even turn on you in battle. NPCs can be a big help,
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but don't trust them in every situation.
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VIEWING A CHARACTER
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THE CHARACTER SCREEN:
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The character screen appears whenever you use the View command. The
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character screen displays the character's name, race, and age. It also
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displays his alignment, character class, and ability score. The current
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wealth of the character is also shown. Initially, the computer
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generates a random number between 30 and 180 in gold pieces, which the
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character can use in buying his equipment. Later, as the character
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accumulates wealth through his adventuring, there are several entries
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on the screen showing the copper pieces (cp), silver pieces (sp),
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electrum pieces (ep), gold pieces (gp), platinum pieces (pp), gems, and
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jewelry. The value of coins are listed in the Appendices, the value of
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gems and jewelry vary and are found when they are appraised.
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The screen also shows the character's current level, his earned XP,
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and his current HP. If the HP are highlighted, the character has taken
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damage, that has not been healed. The number shown is his current HP,
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not his normal HP. Once the character has healed all the damage, the
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number reverts to normal.
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The Armor Class is shown as AC; the lower the AC number, the better
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the armor. Then it shows the character's Ready weapon and what armor he
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is wearing. This is followed by the character's To Hit AC 0 (THAC0) The
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lower the character's THAC0, the better fighter he is. This is followed
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by the damage the character does, which depends on his strength and the
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weapon he has ready.
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The last entry is the Character Status. This is an indication of the
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current health of the character. The Character Status can be:
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OK
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The character has positive HP and can move and fight normally.
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UNCONSCIOUS
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The character has exactly 0 HP. He cannot move or fight, but is in
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no danger of dying.
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DYING
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The character will die in a short period of time unless the
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character is bandaged or healing magic is applied. If the character is
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bandaged his status changes to Unconscious. Healing magic will make him
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OK again. In the course of a combat, a character who is Dying has a
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chance of becoming Dead unless he is bandaged (see Combat). A character
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who survives a combat in Dying status is automatically assumed to have
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his wounds bandaged after combat and becomes Unconscious.
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DEAD
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The character has died. He will be brought with the party (assume he
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is set down during any combat) and can possibly be resurrected with a
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raise dead spell from an NPC cleric. The character's actual chance of
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being raised when the spell is used depends on his constitution.
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FLED
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The character fled from the previous battle. After a battle is over,
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he can rejoin the party as if nothing had happened, and regain his
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previous status.
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GONE
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The character has been destroyed by dragon flame, a disintegrate
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spell, or some other form of total destruction. He cannot be Raised
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from the Dead.
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VIEW OPTIONS
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To inspect the active character choose the View command. This brings
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up the View Menu:
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View Menu
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VIEW:ITEMS SPELLS TRADE DROP EXIT
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ITEMS
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Using this command allows you to see what items the character is
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carrying. The character's items and their combat ready status are
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displayed. An item that is not Ready cannot be used. Not all commands
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in the Item Menu are always available.
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Item Menu
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READY USE TRADE DROP HALVE JOIN SELL ID EXIT
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Ready. If you want to ready or unready an item, you can use the
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Ready command to change the status of the weapon, armor, or other item.
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A character has several restrictions on what he can use. Basically, he
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cannot use more than two hand-held items at once. Thus, he cannot have
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ready a sword, a shield, and a bow at the same time. Arrows are assumed
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to be in a quiver and can be Readied at all times, though they cannot
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be used unless a bow is Readied as well.
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Use. This command means the character is going to use an item. In
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Combat, you will be asked to indicate the target (see Combat for
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targeting) and proceed back to the Combat Menu.
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Trade. If you use this command, the screen switches to the Party
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Screen and asks which character you are trading with. Indicate the
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character and the screen switches back to the Items Screen. Indicate
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which item (you can trade multiple items in one transaction) is to go
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to the other character and the item disappears from the trading
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character's list and reappears on the item list of the receiving
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character. Remember that an NPC, does not give up an item once he has
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it, unless he is dead.
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Drop. If this command is used on an item, the item is gone. It
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cannot be retrieved. Do not use this if you want to give the item to
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someone else, that's what the Trade command is for.
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Halve. Multiple items such as arrows are often combined onto one
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line, such as 42 Arrows. Halve creates two lines, each with half the
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number of items; such as two lines each with 21 Arrows. Only items like
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arrows, that are shown as several items on one line, can be halved.
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Join. This is the opposite of Halve. If you have several lines of
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arrows or a similar item on the Items screen, you can use this command
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on one line and all similar lines are joined with it. The number of
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items shown is the total of the numbers in all the former lines. No
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more than 250 of an item can be joined on one line. NOTE: The Ready
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status (Yes or No) of the item depends on the line that all the others
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are joined with.
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Sell. This command is described under the Shop Menu.
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ID. This command is described under the Shop Menu.
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Spells. This is a listing of what spells a magic-user or cleric has
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memorized and is ready to cast (see Magic Menu).
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TRADE
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This command is used when you want to transfer money from one
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character to another. Indicate which character you are trading with,
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and then indicate which coins and how much are to go to the other
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character. The coins disappear from the trading character's list and
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reappear on the money record of the receiving character.
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DROP
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If this command is used on money, the money is gone. It cannot be
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retrieved.
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After you create your party, you appear in the civilized section of
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Phlan. The party is ready to begin adventuring.
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MISSIONS:
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Phlan is a very dangerous place. The civilized nations are only now
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gaining a foothold. You can either wander around town and run across
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dangerous situations, or report to the City Council of Phlan. They will
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assign the party missions and give rewards when the missions are
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completed. Initial missions are local in nature, later ones are more
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ambitious to match both your increased expertise and their opinion of
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you. Phlan is split into two sections; the civilized section is
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controlled by the settlers and the uncivilized section is controlled by
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monsters. After you clear all the monsters from a block, settlers move
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in and it becomes civilized.
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POINTS OF VIEW:
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As you move around the town and the wilderness, there are three
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different points of view: 3-D, Area, and Wilderness.
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3-D
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This appears with the Adventure Menu any time you are in town,
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underground, or in any other built-up area. It shows a view of the
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surrounding area as seen by the party. It only shows one direction at a
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time, so you must rotate the party using the directional controls (see
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Adventure Menu) to see in each direction. At the same time, the screen
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shows what compass direction the party is facing and the coordinates of
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their location in their current block.
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AREA
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This option is given in the Adventure Menu when the 3-D view is
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shown on the screen. This view shows the position of the party and an
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overhead view of the surrounding area. It can only be obtained in a 3-D
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view, it does not appear in the Wilderness. There is no real detail,
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just the position of all major obstructions such as walls, trees,
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water, etc. A cursor shows the position of the party.
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WILDERNESS
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This screen shows when the party is traveling in the Wilderness. It
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displays an image of the party moving through a map-like wilderness. It
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shows the area around the party for 2 moves in each direction. If there
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is an encounter in the wilderness, an image of the encountered monster
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appears next to the icon showing the location of the party. You will be
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given all the usual options for the encounter (see Encounters).
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BLOCKS
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Most adventures take place in one or more blocks of 16 squares by 16
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squares. The party moves from block to block by moving into a long
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corridor with a low ceiling. Stairs and caves with low ceilings may
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also move the party from one block to another.
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TYPE AND THE PARTY
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From the moment the party begins its adventures in Phlan, the clock
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is ticking. The longer it takes a party to complete a mission, the
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harder it becomes.
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MOVING AROUND:
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The first thing a new party must do is equip itself from the Shops.
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Then it has to get to the scene of its adventures. There are two ways
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of doing this.
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TOUR TRAVEL
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You can walk the party to in-town missions, having encounters along
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the way.
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WILDERNESS TRAVEL
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Some missions involve locations away from Phlan. The party travels
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in then Wilderness Point of View until they reach the location of the
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mission. The computer keeps track of the time traveled.
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CIVILIZATION:
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The civilized section of Phlan contains a number of locations of
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interest to the party. In the civilized section the party can find out
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information, train, rest and heal, and buy and sell equipment.
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THE CITY COUNCIL
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This is where the characters meet the Council and receive missions
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and news.
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THE DOCKS
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The party may catch a boat at the docks to take them to otherwise
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inaccessible blocks and into the wilderness.
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THE INNS
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These give a safe haven in which to Rest (using the Encamp Menu).
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Each stay at an Inn costs money, but once you begin your stay you can
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rest as long as you like.
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THE TAVERNS
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These are rowdy places full of gossip, stories, and information.
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THE TRAINING HALL
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This is where the characters can receive training from NPCs of
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higher level and add starting PCs. This displays the Party Creation
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Menu so that you can use the Train Character command.
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THE SHOPS
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Here the characters can buy their initial equipment and later sell
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some of their treasure and upgrade their equipment. When you enter a
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Shop, you are presented with the Shop Menu.
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Shop Menu
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BUY VIEW TAKE POOL SHARE APPRAISE EXIT
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Buy. If you use this command, the computer displays a list of items
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available and their cost. If you try to buy something you do not have
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the money for, the computer tells you so. If you try to buy something
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that will overload you, the computer tells you that too.
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View. This is the same screen as shown for this command in other
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menus with the addition of the Appraise command in the View Menu, and
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the Sell and ID commands in the Items Menu.
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Sell. Use the cursor to highlight any item you want to sell. The
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Shop will make an offer and you can either sell or not. If you decide
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to sell, the screen asks you one more time to be sure, then the item is
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gone.
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The shops in Phlan are very busy; no item sold to a merchant remains
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for long. If you sell and item, it won't be there when you go back.
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ID. This command is used to get a magical evaluation of a magic
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item. The shop charges you for the service of identifying the magic on
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an item.
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Take. If you have left money through the Pool or Drop commands, you
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can use this command to pick it up again. Indicate that you want to
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take money and who will take it. The computer then displays each type
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of coin available and how many of the coins take all the character
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takes. One character can take all of the coins if he has the strength
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to do so, or you can allow each character to take a share.
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If you try to pick up more than the character can carry, the screen
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displays a message saying 'The character is overloaded' and will not
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let any more coins be put on the character. Remember, carrying lots of
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coinage slows a character down in combat.
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Pool. This command makes all the party members drop all of their
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money into one pool of money. All purchases made at the shop come out
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of this central pool. Anything left over can be picked up again using
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the Take Menu.
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Share. This command picks up all the money in the pool, divides it
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into shares, and distributes it among the characters.
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Appraise. This is used in Shops to get an appraisal of any gems and
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jewelry the character has. The computer asks what gems and jewelry are
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to be appraised, and offers a price on the indicated gem or jewelry.
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Once you have received a price, you may take it and the item is sold.
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The money is immediately put in your money record. If you do not want
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to sell immediately (gems and jewelry are a lot easier to carry then
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coins), the gems and jewelry become items and go from the money record
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on the Character Screen to the Items list, and can be sold off of that
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list like any other item.
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THE TEMPLES
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The temple will cast clerical healing spells for a price. When you
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enter the temple, the Temple Menu is presented. Except for Heal, the
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commands on the Temple Menu are the same as those on the Shop Menu.
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Temple Menu
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HEAL VIEW TAKE POOL SHARE APPRAISE EXIT
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Heal. This command displays a list of the healing spells the clerics
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will cast. Indicate the spell you want cast. The computer displays the
|
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cost and asks you to confirm that you still want them to cast the
|
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spell. The cost of a spell may vary depending on the recipient and
|
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circumstances.
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ADVENTURE MENU
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The Adventure Menu allows access to all of the main functions in the
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Pool Of Radiance. This menu shows either the current 3-D picture of the
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area in front of the party and the status of the party (if in a town
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adventure), or the area around the party (if in the wilderness). If any
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party members are injured, their hit point numbers (showing how many
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they have now) are highlighted for easy recognition. There are several
|
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commands available to you from this menu.
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Adventure Menu
|
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MOVE VIEW CAST AREA ENCAMP SEARCH LOOK
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MOVE:
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This is the command to move the party. How the party moves is shown
|
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on the Quick Reference Card provided with the game for your computer.
|
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In 3-D travel, the Party can move forward, move backwards, turn
|
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right, or turn left. Normally, each movement forward or back puts the
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party into another square and takes one minute of game time. Turning
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keeps the party in the same square and takes no game time. If the party
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has Search on, moving one square takes 10 minutes.
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In the Wilderness, the party can move in any of eight directions.
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Moving one square takes a half a day of game time. Search mode has no
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effect in the wilderness.
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VIEW:
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This displays the Character Screen, as described in Viewing a
|
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Character.
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CAST: This command sends you to the Cast Menu so your active
|
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character can throw a magic spell. See the section on Magic for a
|
|
description of how to cast spells and their effect.
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AREA:
|
|
This shows an overhead view of the area around the party. If the
|
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party is lost or in unfamiliar territory this command may not be
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available.
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ENCAMP:
|
|
This command sends you to the Encamp Menu. This is a very important
|
|
part of the game, and is described in detail in its own section.
|
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SEARCH:
|
|
A party can move in Search Mode, which takes 10 minutes of game time
|
|
per move. This allows the party to carefully search the area they are
|
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passing, but also gives wandering monsters a greater chance to find
|
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them. You only need to hit the Search command once to start the party
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moving at Search speed, then hit the command again later to reset them
|
|
to normal movement. You do not need to hit Search for every move.
|
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In Search you are assumed to be checking for secret doors, mapping,
|
|
moving as silently as possible, hiding in any available shadows, and
|
|
generally being as careful as possible.
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If you never go to Search mode, you will run into fewer wandering
|
|
monsters (because you are moving faster) but have much less chance of
|
|
finding concealed treasures or traps before they are sprung.
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LOOK:
|
|
This command is used to look at a square more closely, as if your
|
|
party moved into the square again. If the party is moving at normal
|
|
rate, then a Look command treats that particular square as if the party
|
|
moved into it in Search mode.
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