User manual GAMES PC EYE OF THE BEHOLDER II

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[. . . ] Dungeons%)ragons® COMPUTER PRODUCT . . but make sure you've got an EYE OF THE BEHOLDER 11 CLUE BOOK before you start your assault on Temple Darkmoonl This valuable player's guide provides everything you need to complete your A strategy section with hints on fighting monsters, befriending iiPCs and solving insidious puzzles . + Detailed maps of all levels with specific clues for all events, character interactions and puzzles that stand between you and the completion of your quest . A complete treasure guide listing the special items in the game -you won't miss a thing! EYE OF THE BEHOLDER II CLUE BOOK - your ticket Acivai~ced '05 c To ORDER: VISA/MC -call 1-800-245-4525 (in USA & Canada) . [. . . ] Paladins are ® Prime Requisites: Strength, Charisma ® Races Allowed : Only Human ® eapons Allowed : All Rangers are trained hunters, trackers, and woodsmen . They are taught to live as much by their wits and skills as by their swords and bows . Like fighters, rangers can use any type of weapon or armor, although heavy armor interferes with their special abilities . hen wearing studded leather or lighter armor, rangers can fight with weapons in both hands without any penalties. Like other high level fighter-types, rangers are able to attack more often with melee weapons, such as swords, than other types of characters . ® Prime Requisite : Strength ® Races Allowed : All ® eapons Allowed : All ® Prime Requisites : Strength, Dexterity, isdom ® Races Allowed : Human, Elf, Half-Elf ® eapons Allowed : All 25 L 2 Thieves are hard to classify as a group . Some are malcontents, who prey on the unsuspecting . Others are basically good, but are a little wanting in strength of character. Adventurers long ago learned that a skilled thief in the party increases overall party survival-especially when dealing with trapped locks . As thieves gain levels they become more proficient at picking locks, and avoiding any attached traps . Because they need to move freely and quietly, thieves' abilities are restricted when they wear anything except leathertype armor. Thieves have a greater choice of weapons than clerics or mages . 4- Chaotic indicates that the character values the individual above society and others . Ethics d® Good indicates the character tries to act in a moral and upstanding manner. :® Neutral indicates the character leans towards "situational ethics, " evaluating each set of circumstances . :® Evil indicates the character acts either with no regard for others, or in an overtly malignant manner. Ability Scores bonuses to armor class, which indicates how difficult they are to hit . Good dexterity also gives bonuses when using missile weapons such as bows or slings . Dexterity of 1 or higher counters some of the minuses fighters suffer when using weapons in both hands . Constitution measures fitness, health, and physical toughness . High constitution increases the number of hit points a character receives . Hit points measure how difficult a character is to incapacitate or kill . Intelligence measures memory, reasoning, and learning ability . Intelligence is the prime requisite for mages their skill and very survival hinges on learning and using their knowledge of magic . isdom measures a composite of udgment, enlightenment, will power, and intuition . [. . . ] The Armor Chart lists the types of armor and the base armor class they provide a character. Armor Chart ARMOR TYPE BASE AC 3 4 5 7-14 15 1 17 18 19 -3 -2 -1 0 0 0 +1 +2 +2 +3 +4 +3 +2 +1 0 -1 -2 -3 -4 -4 3 47-14 15 1 17 18 19 -2 -1 0 +1 +2 + 2 (+3) + 2 (+4) + 2 (+5) These bonuses are available only to fighters, paladins, and rangers for all other classes the maximum hit point ad ustment for constitution is +2 THACO T1-IACO is not an ability score, but it is an important characteristic . The THACO Chart below lists a character's base TFIACO for his class and level . THAC CLASS Cleric Fighter Mage Paladin Ranger Thief 55 Chart CHARACTER LEVEL 1 20 20 20 20 20 20 2 20 19 20 19 19 20 3 20 18 20 18 18 19 4 5 7 8 9 1 12 18 12 12 1 10 14 11 17 11 11 1 11 14 12 14 13 12 8 1 8 8 14 18 17 19 17 17 19 18 1 19 1 1 18 18 15 19 15 15 18 1 14 1 13 18 13 13 17 10 17 10 10 15 9 17 9 9 15 18 14 14 Melee eapons: Staff1Mace Short Sword Flail Axe Long Sword Halberd Thrown eapons : Rock Dart Dagger Spear Ranged eapons : Sting & Rocks Bow & Arrows 2-7 12-7 1-8 1-8 1-10 1-2 1-3 1-4 111-8 2-8 1-8 1-12 2-12 1-2 1-2 1-3 Robe Shield Leather Armor Scale Mail Chain Mail Banded Armor Plate Mail 10 9 8 5 4 3 A shield subtracts I AC from any armor it is used with . Boots, helmets, and non-magical bracers may look like armor, but they do not modify a character's armor class. [. . . ]

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