User manual GAMES PC MENZOBERRANZAN-CLUEBOOK
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Manual abstract: user guide GAMES PC MENZOBERRANZAN-CLUEBOOK
Detailed instructions for use are in the User's Guide.
[. . . ] for you, alas, are simply
What Comes with This Game?
Your game box should contain this rule book, a CD-ROM or game disks, and a data card. The rule book explains game commands and contains handy references on characters, monsters, and spells. To play, install your disks according to the instructions on the data card, which also shows how to start quickly with a pre-saved game.
press the right mouse button. "Double-click" means move the cursor to the desired area and press the right mouse button two times in quick succession.
Getting Started Quickly
This game includes a character generator that allows you to individually design and name the characters for your adventure. [. . . ] Yet laying on hands is but one benefit of choosing this elite warrior to do battle in the realm of the dark elves. Capable of fighting as well as any fighter, when paladins reach the ninth level, they are able to master a few cleric spells. Elven Mage: Moving swiftly, your elven mage steps between the paths of two hurtling arrows, demonstrating inhuman grace and Dexterity. Benefiting from a high Armor Class (due to Dexterity) and the ability to gain levels swiftly as a single-class character, the elven mage boasts a maximum Constitution of 17 and a maximum Dexterity of 19. They also read elven writing.
Thieves accept no single rule
or philosophy by which to run their lives. While some may steal change from a beggar's cup, others may share their ill-gotten prizes with the less fortunate. Still others see themselves as basically good businessmen, with perhaps a slight character flaw. In a castle, town, or dungeon, an experienced thief of many levels is proficient at picking locks and avoiding whatever traps have been laid to catch the unwary. To move freely and quietly, thieves prefer to wear leather armor, though they are not averse to travelling well-armed.
Prime Requisites: Dexterity Races Allowed: All Weapons Allowed: All
Rangers follow the tracks of
their quarry across hard lands, or beneath the dim light of a forest canopy, yet never lose the trail. They are trained trackers, hunters, and woodsmen, succeeding by
Human or Half-Elven Cleric: Proud of their often formidable intellects, these single-class characters gain levels swiftly. They can ascend to a maximum Wisdom of 18, and in so doing acquire the maximum number of bonus spells. Unfortunately, halflings, even halfling fighters, cannot acquire exceptional Strengths.
Ability scores are a numerical summary of a character's natural faculties and abilities. Strength (STR) Dexterity (DEX) Constitution (CON) Intelligence (INT) Wisdom (WIS) Charisma (CHA) The Edit and Keep commands allow you to make changes to these ability scores and then save them. Modifications to the base score caused by the character's race are automatically factored in
Dexterity Dexterity measures a character's speed and agility. Accuracy in firing a bow or letting loose with a sling are other advantages of a high Dexterity as well as receiving bonuses to one's Armor Class. When the Dexterity score reaches 16 and above, fighters can more effectively manage a weapon in each hand with less penalty. Constitution Constitution measures the fitness, health, and physical toughness of your character. A high score in this area boosts the total number of hit points your character receives, and with more hit points, your character becomes all the more difficult to injure or kill. Intelligence Intelligence becomes a key factor in a character's ability to memorize and use spells. Mages in particular must be highly intelligent to learn and use their repertoire of magic. Wisdom Wisdom ensures that the character possessing a lot of it is less susceptible to magic. Likewise, a low score in this area (7 or less) leaves a character open to the slightest spell. [. . . ] THE PROGRAM AND GAME ARE SOLD "AS IS. " THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. ) The enclosed software program and this rule book are copyrighted. This rule book may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or in part, without prior written consent from SSI. [. . . ]
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