User manual GAMES PC QUEST FOR GLORY V

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Detailed instructions for use are in the User's Guide.

[. . . ] The software and related manual for this 3DO product are copyrighted. No portion of this product may be photocopied, scanned, translated, reproduced, copied or reduced to any tangible or electronic medium or machine-readable form, or publicly performed or displayed, without the prior written consent of The 3DO Company. The owner of this product is entitled to use the software and related manual for his or her own use, but is not entitled to reproduce and distribute any copies of the software or manual to any other individual or entity; nor to rent or lease this product or any copy thereof to any third party. Uses Miles Sound System. © 1997-1999 by RAD Game Tools, Inc. Uses Smacker Video Technology. © 1997-1999 by RAD Game Tools, Inc. © 1991-1999 by RAD Game Tools, Inc. Windows, the Windows logo and DirectX are trademarks and/or registered trademarks of the Microsoft Corporation. Manual Written by: Tom Ono Illustrations by: Might and Magic VII manual designed by Mars Publishing Company. [. . . ] Body Building: At Normal level, a character's Body Building skill level is directly added to their maximum hit point value. For Experts the amount is doubled, for Masters it is tripled, and for Grand Masters it is quintupled. Disarm Trap: Having this skill allows a character a chance to disarm booby trapped containers. For Experts, this chance is doubled; for Masters it is tripled. Grand Masters have a 100% chance of disarming traps. Identify Item: This skill gives a character a chance, based on their skill level, to identify items. To make the attempt, right-click on an item. Normal level of expertise allows a character to attempt identifying the item. Experts double their chance of identifying any item. Masters have three times the chance, and Grand Masters have 100 % chance to identify the item. Identify Monster: If your party has a character with the Identify Monster skill, you can get better right-click information from monsters you encounter. Getting caught can have any number of bad effects. The chance of success is based on the character's skill level. The chance is doubled, tripled and quintupled respectively for Experts, Masters and Grand Masters. 41 Magic System Spell Books Your characters can use magic in the form of spells which they cast from their spell books. Each spell belongs to one of the nine schools of magic-- Earth, Air, Fire, Water, Body, Mind, Spirit, Light, or Dark. Each school has a skill which a character must possess before they can learn and cast that school's spells. The more powerful spells will require a character to possess a magic school's skill at Expert, Master, or even Grand Master level. Characters learn new spells from learning books which may be purchased at various guilds and shops, or found as treasure. To use a learning book, pick it up out of a character's inventory and then click on the character's full figure image or portrait. The spell will now be permanently recorded in the character's spell book. Each learning book can only be used once. Spell Icon Fire Air Water Earth Spirit Mind Body Light Dark 42 To have a character cast a spell, select the character (click on his or her portrait, or press "14") and then open his or her spell book by clicking the Cast Spell button or pressing the C key. The book will have a page tab for each magic school skill that the character possesses. [. . . ] Select the `Startup' tab, and turn all of the check boxes off, except for the one next to `Systray'. When you are prompted to restart your system, click `Yes'. Once your machine has restarted try running the program again. Video and Sound card manufacturers regularly update their software drivers to enhance performance and stability, and to improve compatibility with DirectX. [. . . ]

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