356 lines
14 KiB
Plaintext
356 lines
14 KiB
Plaintext
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|>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> CAE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<|
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| [CAE] Pool of Radiance Refrence [CAE] |
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| Typed up by: llord Slasher |
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| [CAE] Central Axis Exclusive: ( 6 1 4 ) 2 3 9 - 7 6 2 1 [CAE] |
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|>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> CAE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<|
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MONEY CONVERSIONS
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^^^^^^^^^^^^^^^^^
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Coin Type Gold Equivalent
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-------------------------------
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Copper 200 cp = 1 gp
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Silver 20 sp = 1 gp
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Electrum 2 ep = 1 gp
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Gold 1 gp = 1 gp
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Platinum 1/5 pp = 1 gp
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SPELL LIST
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^^^^^^^^^^
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This is a listing of spells available to playercharacter clerics and
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magic-users as they gain in level.
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First Level Clerical Spells
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---------------------------
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Bless/Curse
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Cure Light Wounds/Cause Light Wounds
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Detect Magic
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Protection from Evil/Protection from Good
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Second Level Clerical Spells
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----------------------------
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Find Traps
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Hold Person
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Resist Fire
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Silence 15' Radius
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Solw Poison
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Snake Charm
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Spiritual Hammer
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Third Level Clerical Spells
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---------------------------
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Animate Dead
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Cure Blindness/Cause Blindness
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Cure Disease/Cause Disease
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Dispel Magic
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Prayer
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Remove Curse/Bestow Curse
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First Level Magic-User Spells
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-----------------------------
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Burning Hands
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Charm Person
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Detect Magic
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Enlarge/Reduce
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Friends
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Magic Missile
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Protection from Evil/Protection from Good
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Read Magic
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Shield
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Shocking Grasp
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Second Level Magic-User Spells
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------------------------------
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Detect Invisibility
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Invisibility
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Knock
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Mirror Image
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Ray of Enfeeblement
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Stinking Cloud
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Strength
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Third Level Magic-User Spells
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-----------------------------
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Blink
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Dispel Magic
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Fireball
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Haste
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Hold Person
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Invisibility, 10' Radius
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Lightning Bolt
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Protection from Evil, 10' Radius/Protection from Good, 10' Radius
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Protection from Normal Missiles
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Slow
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ARMOR LIST
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^^^^^^^^^^
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Weight Maximum
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Armor Type in gp. AC Movement-*
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-------------------------------------------
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None 0 10 -
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Shield, Small-# 50 9 -
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Leather 150 8 12 squares
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Padded 100 8 9 squares
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Studded 200 7 9 squares
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Ring 250 7 9 squares
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Scale 400 6 6 squares
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Chain 300 5 9 squares
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Splint 400 4 6 squares
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Banded 350 4 9 squares
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Plate 450 3 6 squares
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* - A character carrying many objects including lots of coins, can be further
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limited in movement to a minimum of 3 squares per turn.
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# - A Shield subtracts 1 AC from any armor it's used with.
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TABLE OF EXPERIENCE PER LEVEL
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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The following shows the amount of experience a character must earn to gain a
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level in his character class. All experience earned by multiple-class
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characters is divided by the number of classes. When a character has earned a
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gain in level for one class but not another, the Show command shows the highest
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level. Thus, a character who is a fighter-thief and has earned 1,800 experience
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points in each class (a total of 3,600 XP), will be shown to be 2nd level
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because he has earned that level as a thief, though not as a fighter. His
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fighting abilities are still based on his being a 1st level fighter.
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Cleric: Spells-*
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Level Experience 1 2 3
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----------------------------------
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1 0 - 1,500 1 - -
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2 1,501 - 3,000 2 - -
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3 3,001 - 6,000 2 1 -
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4 6,001 - 13,000 3 2 -
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5 13,001 - 27,500 3 3 1
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6 27,501 - 55,000 3 3 2
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* - Clerics get additional Spells by Level if they have a Wisdom of 13 or
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greater.
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Fighter:
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Level Experience
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-----------------
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1 0 - 2,000
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2 2,001 - 4000
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3 4,001 - 8000
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4 8,001 - 18,000
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5 18,001 - 35,000
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6 35,001 - 70,000
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7 70,001 - 125,000
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8 125,001 - 250,000
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Magic-User Spells
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Level Experience 1 2 3
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----------------------------------
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1 0 - 2,500 1 - -
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2 2,501 - 5,000 2 - -
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3 5,001 - 10,000 2 1 -
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4 10,001 - 22,500 3 2 -
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5 22,501 - 40,000 4 2 1
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6 40,001 - 60,000 4 2 2
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Theif:
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Level Experience
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-----------------
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1 0 - 1,250
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2 1,251 - 2,500
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3 2,501 - 5,000
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4 5,001 - 10,000
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5 10,001 - 20,000
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6 20,001 - 42,500
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7 42,501 - 70,000
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8 70,001 - 110,000
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9 110,001 - 160,000
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CLERICS vs. UNDEAD
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^^^^^^^^^^^^^^^^^^
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A good or evil cleric (not a neutral one) has a certain influence on undead. He
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extends this influence by using the Turn command in the Combat Menu. His level
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determines how many undead and what kind he can influence. Evil clerics can
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make undead either neutral of friendly to the party. Good clerics can drive the
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undead away and may be able to destroy them if the cleric is of a high enough
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level and the undead are of a low-enough level.
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The following is a list of undead in increasing order of power and what minimum
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level of cleric a character has to be to have any influence over them. Low
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level clerics generally have a chance, not a certainty, of affecting undead.
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Minimum
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Undead Type Level of Cleric
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Skeleton 1st
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Zombie 1st
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Ghoul 1st
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Wight 1st
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Wraith 3rd
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Mummy 4th
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Spectre 5th
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Vampire 6th
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GLOSSARY OF AD&D GAME TERMS AND COMPUTER TERMS
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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ABILITY SCORES: These are numbers that describe the attributes of the
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characters. There are six ability scores: Strength, Intelligence, Wisdom,
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Dexterity, Constitution, and Charisma. For the most part, the range of numbers
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runs from 3 to 18, the higher the better.
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ADVENTURER: This is a term for one of the characters you play in this game.
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ALIGNMENT: This is the basic philosophy of a character.
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CHARACTER: This is another name for one of the persons you play in the game. A
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party consists of several characters.
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COMMAND: A one or two word option in a menu. Activating that command allows you
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to either to view another menu or have your characters perform an action.
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ENCOUNTER: This is whay happens when a party meets a monster. You are given a
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menu of choices of how you want to handle the situation.
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ENTER: The act of giving a command to the computer. How this is done varies
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depending on the computer.
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EXPERIENCE POINTS (XP): Every encounter the characters have yeilds experience
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points for every character depending on how successful the encounter was for the
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party. A character who gains enough XP can advance a level if he has enough
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gold for training.
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FACING: In combat, a character faces a certain direction. An attack from the
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direction he is not facing has a greater chance of doing damage. A character
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will always face an opponent if he only has one opponent.
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HIT POINTS (HP): This is a measure of how healthy a character is. Damage from
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weapons subtracts hit points from the character's total. When he has lost all
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of his hit points, he is unconscious and dying. If his wounds are bound by
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another party member, he is simply unconscious.
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ICON: This is the small picture of a monster or a character seen in the initial
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stages of an encounter and during combat. Character icons can be altered using
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the Alter command in the Camp Menu.
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INITIATIVE: This is a semi-random determination of which character in a combat
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acts first. The characters with higher dexterities have a better chance for a
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higher initiative.
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LEVEL: This describes the power of a number of different items. The power of
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characters, dungeons, monsters, and spells are all described with levels.
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CHARACTER LEVEL: This is a determination of how much experience a character has.
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The higher the level, the more experience and important the character is.
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High-level spellcasters can cast high level spells.
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DUNGEON LEVEL: This is a measure of how far in the earth a dungeon is. For the
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most part, the further down one is, the more ferocious the monsters. Thus, a
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high-level dungeon refers either to how deep it goes of the relative toughness
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of the monsters.
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MONSTER LEVEL: This is a measure of how powerful monsters are. The higher the
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level, the more powerful the monster.
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SPELL LEVEL: Spells come in degrees of difficulty. The higher the level of the
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spell, the higher the difficulty. Only very experienced magic-users and clerics
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can learn high level spells.
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MAGIC: This term covers spellcasting, enchanted items, and any other application
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of the supernatural.
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MELEE COMBAT: This is hand-to-hand combat with weapons such as swords, spears,
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and fists.
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MISSILE COMBAT: This is ranged combat with weapons such as bows and arrows,
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crossbows and quarrels, and slings and slingstones.
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MONSTER: This term actually includes human and other player races as well as
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such creatures as ogres and dragons. In general, if it isn't part of your
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party, it's a monster. Monsters are not necessarily hostile. Some may be
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helpful. Thats what the Parlay command in the Encounter Menu is for.
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NON-PLAYER CHARACTER (NPC): This is a member of a player character race who is
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not controlled by the player. Some NPCs can be brought into a party.
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PARTY: The group of adventurers you form to perform the missions you are given.
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A party can be reformed for each adventure, and even altered during the course
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of an adventure.
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PLAYER CHARACTER (PC): This is a member of a player character race who is
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controlled by the player. The characters in your adventuring party are PCs.
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SPELL: This is a magic incantation that cam alter the nature of reality. Both
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magic-users and clerics can cast spells after memorizing them. If the spell is
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cast, it is gone from the user's mind and must be rememorized.
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SPELL BOOK: The book a magic-user carries his spells in. If he doesn't have a
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magic book, he has no spells to memorize.
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ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Class Armor Shield Weapons
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Cleric any any club, flail, hammer, mace, staff
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Fighter any any any
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Magic-User none none dagger, dart, staff
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Theif leather none club, dagger, dart, sling, one handed swords
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WEAPON LIST
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^^^^^^^^^^^
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Damage vs. Damage vs. Larger Number
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Name Man Sized Than Mans Sized of Hands Class
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Axe, Hand 1-6 1-4 1 f
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Bardiche + 2-8 3-12 2 f
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Bastard Sword 2-16 2-16 2 f
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Battleaxe 1-8 1-8 1 f
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Bec de Corbin + 1-8 1-6 2 f
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Bill-Guisarme + 2-8 1-10 2 f
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Bo Stick 1-6 1-3 2 f
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Broad Sword 2-8 2-7 1 f,th
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Club 1-6 1-3 1 f,cl,th
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Dagger 1-4 1-3 1 f,mu,th
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Dart 1-3 1-2 1 f,mu,th
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Fauchard + 1-6 1-8 2 f
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Fauchard-Fork + 1-8 1-10 2 f
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Flail 2-7 2-8 1 f,cl
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Fork, Military + 1-8 2-8 2 f
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Glaive + 1-6 1-10 2 f
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Glaive, Guisarme + 2-8 2-12 2 f
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Guisarme + 2-8 1-8 2 f
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Guisarme-Voulge + 2-8 2-8 2 f
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Halberd + 1-10 2-12 2 f
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Lucern Hammer + 2-8 1-6 2 f
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Hammer 2-5 1-4 1 f,cl
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Javelin 1-6 1-6 1 f
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Jo Stick 1-6 1-4 1 f
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Long Sword 1-8 1-12 1 f,th
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Mace 2-7 1-6 1 f,cl
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Morning Star 2-8 2-7 1 f
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Partisan + 1-6 2-7 2 f
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Pick, Military 2-5 1-4 1 f
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Pike, Awl + 1-6 2-12 1 f
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Quarterstaff 1-6 1-6 2 f,cl,mu
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Ranseur + 2-8 2-8 2 f
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Scimitar 1-8 1-8 1 f,th
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Short Sword 1-6 1-8 1 f,th
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Spear 1-6 1-8 1 f
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Spectum + 2-7 2-12 2 f
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Trident 2-7 3-12 1 f
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Two-Handed Sword 1-10 3-18 2 f
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Voulge + 2-8 2-8 2 f
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Composite Long Bow * 1-6 1-6 2 f
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Composite Short Bow * 1-6 1-6 2 f
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Long Bow * 1-6 1-6 2 f
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Heavy Crossbow # 2-5 2-7 2 f
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Light Crossbow # 1-4 1-4 2 f
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Short Bow * 1-6 1-6 2 f
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Sling 1-4 1-4 1 f,th
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+ Polearm f = fighter
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* Must have ready arrows to fire. cl = cleric
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# Must have ready quarrels to fire. th = theif
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mu = magic-user
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*===========================================================================*
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| [CAE] Central Axis Exclusive (614) 239-7621 [CAE] |
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*---------------------------------------------------------------------------*
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