User manual GAMES PC EYE OF THE BEHOLDER-MAP

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[. . . ] By mail - send check or money order for $14 . 95 plus $3 . 50 shipping & handling to : Electronic Arts, P0 . California residents, please add applicable sales tax . `_ ADVANCED DUNGEONS & DRAGONS `- and the TSR logo are trademarks owned by and used under license from TSR, Inc . All rights reser -" STRATEGIC SIMULATIONS, INC . LIMITED ARRANTY i Strategic Simulations, Inc . ("SSI") warrants that the diskette(s) on which the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase . [. . . ] Fighters can use any type of armor or weapon without restriction . hether for glory or profit, fighters can be found in the thickest parts of battles, where only skill and bravery triumph . Fighters cannot cast any type of magical spells they rely on their strong swordarm. They can use any type of magical weapon or armor. They can also use magical items such as rings and gauntlets . Fighters gain speed as well as skill when they go up in levels . High level fighters (including paladins and rangers), are able to attack more often with melee weapons such as swords than other types of characters . ® Prime Requisite : Intelligence ® Races Allowed : Human, Elf, Half-Elf ® eapons Allowed : Dagger, Staff, Dart Paladins are elite warriors who battle in the name of truth and ustice . Lawfulness and good deeds are their meat and drink, and they lead lives of such chaste piety that even clerics stand respectful . Paladins will not oin a party that includes evil characters . Like other high level fighters, paladins are able to attack more often with melee weapons, such as swords, than other types of characters. In addition to skill in all types of arms and armor, paladins have several divine magical abilities. 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 . Characters with wisdom of 7 or less are more susceptible to magical spells, while those with wisdom of 15 or greater have some resistance . Clerics with wisdom of 13 or greater receive extra spells (see the Cleric isdom Spell Bonus table on page 52 . ) Charisma measures personal magnetism, persuasiveness, and ability to assume command . Other Characteristics they are to hit . Low armor class values can indicate different things . A character might be difficult to hit because he is outfitted with magical armor, while a monster might have the same armor class because it is small and fast . Armor class changes only when characters find and use new armor or shields . High dexterity improves a character's armor class . Hit points (HP) measure how difficult a character or opponent is to incapacitate or kill higher values are better. Every time an attack gets past armor and defenses, it does damage that is subtracted from the target's hit points . [. . . ] The lower the character's armor class, the harder it is for an attack to hit . Armor class is based on the character's armor and his dexterity bonus . Some magic items and spells also help a character's armor class . Note the Classes sections starting on page 25 in the rules that limit some character classes to certain types of armor. [. . . ]

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