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Pool of Radiance manual

Table of Contents                         

Introduction                              1
   What comes with this game              1
   Getting started quickly                2
   Reading the rule book                  2
Characters and the Party                  3
   What are the characters?               3
Playing the Game                          6
   Creating a party of characters         6
   Non-Player Characters (NPCs)           7
Viewing a Character                       8
   The character screen                   8
   View points                            9
   Missions                               10
   Points of view                         10
   Moving around                          11
   Civilization                           11
Adventure Menu                            13
   Move                                   13
   View                                   13
   Cast                                   13
   Area                                   13
   Encamp                                 13
   Search                                 13
   Look                                   13
Encamp                                    14
   Save                                   14
   View                                   14
   Magic                                  14
   Rest                                   14
   Alter                                  14
Encounters                                16
   Combat                                 16
   Wait                                   16
   Flee                                   16
   Advance                                16
   Parlay                                 16
Combat                                    17
   Hitting the target                     17
   Using missile weapons                  17
   Beginning combat                       18
   Executing combat                       18
   If the party flees                     20
   If the party dies                      20
   After Combat                           20
Magic                                     21
   How magic works                        21
   The spells                             23




Pool of Radiance Rule Book 

INTRODUCTION 
Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product, POOL OF 
RADIANCE a FORGOTTEN REALMS fantasy role-playing epic.  This adventure game is 
based on the rules and background created by TSR, Inc., with a storyline 
created especially for this game.
The POOL OF RADIANCE adventure begins in the ruined city of Phlan on the 
northern shore of the Moonsea, where adventurers from the civilized nations are 
trying to rebuild this once-proud city.  Your adventurers start out as 
beginning characters at the first level of experience and can advance to higher 
levels as they help bring back Phlan to its former glory.

WHAT COMES WITH THIS GAME: 
In addition to the game disks, you should find four other items in your game.

THE RULE BOOK 
This is what you are reading.  If you have game play questions during the 
course of the game, refer to this book.

THE ADVENTURER'S JOURNAL 
This contains background and introduction to the Forgotten Realms and the 
scenarios, plus maps, rumors, and stories that may be true or false.  It also 
contains Appendices, tables and reference information, to help speed game play, 
You will confirm the true rumors and expose the false ones during the game.

THE QUICK START CARD 
This explains how to start the game, make menu choices, and indicate items 
using your computer.  It also lets you get right into the game without having 
to read through the rules.

THE TRANSLATION WHEEL 
As your characters progress through the Forgotten Realms, they will 
occasionally find Dethek (Dwarvish) and Espruar (Elvish) runes.  The wheel is a 
method of translating those runes into English words so you can understand 
them.  The Translation Wheel has four parts: 

Espruar (Elvish) Runes.  Around the outside rim are the elvish runes.

Dethek (Dwarvish) Runes.  Just inside the elvish runes are the dwarvish runes.

Three Paths.  Spiralling out from the inside are three paths identified 
graphically as: 

.....
_.._.._
____

Six Rings.  Six numbered rings, each with three holes showing letters, are 
located inside of the dwarvish runes.

USING THE WHEEL 
You can get many kinds of information from the wheel: 
Five or six letter Code Words.  The computer displays 2 runes and a path.  
Match up the two runes and read the letters from rings 1 through 6.  If the 
first character is a number, ignore it and read the letters from rings 2 
through 6.

Example: Elvish , Dwarvish , 
Read along the .....Path.  Code word is BEWARE.

Three Letter Code Words.  The computer display 2 runes and a ring number.  
Match up the two runes and read the letters on that ring clockwise from the 
.....Path.

Example: Elvish , Dwarvish , 
Read Around Ring 2.  Code word is LUX.

-- Page 1 -- 

Translate Elvish (Espruar) to English or Dwarvish (Dethek).  The computer 
displays a list of Elvish runes.  Match the Translate Espruar Tab to each 
Elvish Rune, one at a time.  Read the English letter in Ring 1 of the .....Path.  
Read the Dwarvish rune at the Translate Dethek Tab.

Translate Dwarvish (Dethek) to English or Elvish (Espruar).  The computer 
displays a list of Dwarvish runes.  Match the Translate Dethek Tab to each 
Dwarvish Rune, one at a time.  Read the English letter in Ring 1 of the 
.....Path.  Read the Elvish Rune at the Translate Espruar Tab..  Some Dethek 
runes have more than one translation; try each when translating words.

GETTING STARTED QUICKLY: 
You can get right into playing POOL OF RADIANCE by using the instructions on 
your Quick Start Card and using the characters provided.  Of you have any 
questions as you play, refer back to these rules for a complete explanation.

READING THE RULE BOOK: 
This book is divided into sections describing how to manipulate the game by 
using the menus on the screen.  The menus are lists of commands that you choose 
according to the instructions on your Quick Reference Card.

Central to the game is the concept of the 'active character.' The active 
character is highlighted on the character display.  Any command that affects a 
single character affects the active character. commands that affect the whole 
party do not require an active character.

In combat the active character is picked automatically according to the 
characters initiative.  From other menus the active character may be changed 
before choosing any commands.

All commands are menu based.  If a command affects the whole party, indicate 
the command as listed in you Quick Reference Card.  If the command affects one 
character, indicate the character and then the command.

Example: To look at a character's items, indicated the character, choose View, 
and then choose Items.  The computer displays a list of the character's items 
and the items' readied status for combat.

Menus are displayed either vertically or horizontally.  Vertical menus are used 
to make a choice of someone to act, such as a member of an adventuring party, 
or something to act upon, such as one item out of several carried.  If there 
are more choices than will fit on the screen at once you can change pages using 
Next and Prev commands (or the PG UP and Pg Dn keys.)

Horizontal menus are lists of commands giving the options of what the character 
can do or what you can do to the character.  When space permits, each 
horizontal menu is preceded by the menu title.  This is set off by a colon and 
is not an option on the menu.  Menus are shown with their title and each 
command in the rules.  As an example, the Encamp Menu contains commands for 
Save, View, Magic, Rest, Alter, Pool, and Exit.  It is shown as: 

Encamp Menu" 

ENCAMP: SAVE VIEW MAGIC REST ALTER EXIT 

Unless otherwise specified the Exit command on any menu returns you to the next 
higher level menu.  On many computers the Escape key acts as an Exit command 
from any menu.

 -- Page 2 -- 

CHARACTERS AND THE PARTY 

WHAT ARE THE CHARACTERS? 
You create characters to accomplish quests in the Forgotten Realms.  Characters 
are differentiated by their Race, Ability, Scores, and Class.  Several 
characters are needed to accomplish the missions presented here.  These 
characters make up a Party.  For maximum flexibility, you should have a 
balanced party with characters of different classes and races.

THE SIX PLAYER RACES IN POOL OF RADIANCE 

Dwarf.  This is a cunning race of sturdy workers and craftsmen.  They have no 
magic of their own, but are resistant to magic.  Dwarves can advance up to 9th 
level as fighters, and any level as thieves.  They can be fighters and thieves 
at the same time.  Dwarves can see in the dark using infravision.

Elf.  This is a long-lived race.  As tall as humans but slimmer, they can be 
fighters, magic-users, thieves, fighter/magic-users, fighter/thieves, 
magic-user/thieves, and fighter/magic-user/thieves.  They can advance to 7th 
level as fighters and 11th level as magic-users, and any level as thieves.  
Elves also have a better chance of finding hidden objects and can see in the 
dark using infravision.

Gnome.  Members of this race are shorter and slimmer than their cousins the 
dwarves.  They con go up to 6th level as fighters, and any level as thieves.  
They can be fighter/thieves.

Half-Elf.  These hybrids have many of the virtues of both humans and elves.  
Like elves, they can be more than one class at once, though they can advance 
only to 8th level as magic-users and 8th level as fighters.  Like humans, 
half-elves can be clerics, and unlike humans, half-elves combine that class 
with other classes.

Halfling.  These folk are about half the size of a human, hence their name.  
They have little ability with magic, but are resistant to its influences.  They 
can be fighters, thieves, and fighter/thieves.  They are limited to becoming 
6th level fighters, but have no limits as thieves.
Humans.  This is the most common player-race in the Forgotten Realms.  They 
have unlimited progression as fighters, magic-users, clerics, and thieves.

ABILITY SCORES 

The computer randomly generates the ability scores that every adventurer has.  
There are six ability scores; all have some effect on the play of the 
character.  Ability scores are based on a range from 3 (low) to 18 (high).  
Each Character Class (see below) has a Prime Requisite ability score.  A Prime 
Requisite of 15 or more increases the amount of Experience (see below) the 
character gets from adventures.

Strength (Str).  This is the measure of how much a character can carry and how 
much damage he can do in a fight.  The Prime Requisite for fighters is 
strength.  Fighters with an 18 strength also have a percent value from 1 to 100 
(listed as 01-00), denoting the highest possible natural character strength.

Intelligence (Int).  This is the measure of how much a character can ultimately 
memorize.  The Prime Requisite for magic-users is intelligence.

Wisdom (Wis).  This is the measure of a character's ability to understand the 
ways of the world and interact with it.  The Prime Requisite for clerics is 
wisdom.

-- Page 3 -- 

Dexterity (Dex).  This is the measure of the manual dexterity and agility of 
the character.  The Prime Requisite for thieves is dexterity.

Constitution (Con).  This is the measure of the overall health of a character.  
It influences both Hit Points (see below) and the character's chance of 
surviving the effects of a raise-dead spell.

Charisma (Cha).  This is the measure of how well the character interacts with 
other characters.  It is sometimes a factor when the character has an encounter 
with Non-Player Characters, usually called NPCs.

Each character also has two other important values: Hit Points and Experience 
Points.

Hit Points (HP).  This characteristic is derived from a character's 
constitution (he gains a bonus to his Hit Points per level if his constitution 
is over 14), his level, and his character class (see below).  Every time a 
character is hit in combat, he loses HP.  A character with many HP can survive 
far longer in combat than one with few HP.  When a character reaches 0 HP he is 
Unconscious and may be Dying or Dead, depending on how much damage he has 
taken.

Experience Points (XP).  As a character has adventures, kills monsters, and 
accumulated treasure, he gains Experience Points.  When he has enough XP he can 
increase in level, becoming more proficient in his class.  The computer keeps 
track of XP.  Every character starts at first level with 0 XP.

CHARACTER CLASSES 
An adventurer must be at least one of the following character classes.  A human 
adventurer can only be one class, nonhumans can combine classes.  A character 
with combined classes has more playing options, but he advances more slowly in 
his professions because he is doing more that one thing at a time and his XP 
are divided up among his classes.

Cleric.  The cleric is a holy crusader who fights for the causes of his 
religion.  Due to religious restrictions, he cannot use a cutting weapon that 
draws blood, such as a sword or an arrow, but he can use any form of armor and 
use crushing weapons, such as a mace.  He casts holy spells that can heal and 
support his friends and also uses his natural holy power to drive away undead.  
Some magic items are actually holy objects that only a cleric can use.  A 
cleric gains 1-8 HP with every advance in level to 9th level, plus any 
constitution bonus.  From 10th level on, he adds 2 HP per level, without 
constitution bonus.

Fighter.  The fighter can use any form of armor or weapon including magic ones, 
but most other magical items, and all magical spells, are beyond him.  A 
fighter gains 1-10 HP plus constitution bonus with each advance in level 
through 9th level.  With the 10th level, he gains 3 HP per level without 
constitution bonus.

Magic-user.  The magic-user is potentially the most powerful character class, 
but he starts out weak.  Initially, he has very few HP.  In addition, he cannot 
memorize many spells, and must carefully husband his few spells until he gains 
more through advancement in level.

The beginning magic-user is given four first-level spells in his magic book.  
He can add one additional spell to his magic book every time he advances a 
level.  He can also scribe spells into his magic book from scrolls he finds in 
the course of his adventures.

-- Page 4 -- 

In this game, magic-users cannot use any form of armor or any weapon other than 
a dagger or staff.  However, there are many magic items only a magic-user can 
use.  A magic-user gains 1-4 HP with every advance in level through 11th level, 
plus constitution bonus.  At 12th level and beyond he gains only 1 HP per 
further level.

Thief.  This is the thief of the sagas, who uses trickery and misdirection - 
instead of brute force - to win his objective.  This is the only professions in 
which demi-humans may climb as far as any human.  Indeed, halflings and elves 
are especially adept in this craft.  To be a proficient thief, a character must 
have a high dexterity.

Thieves must stick to leather-based armor and have a restricted list of 
weapons.  A thief gains 1-6 HP with every advance in level, plus constitution 
bonus, through 10th level.  They gain 2 HP, without constitution bonus, per 
level thereafter.

Multiple Classes.  Non-human races can sometimes be a combination of classes.  
When a character is more than one class, his HP per level are averaged among 
the classes involved.  However, his experience is split between the two classes 
even when he cannot further advance in one of them.  He gains all the benefits 
of both classes in regard to weapons and equipment.

ALIGNMENTS 

Alignment is the philosophy a character lives by.  While the actions of a 
character are under your control, the character's alignment can affect how 
NPC's in the game view him.  The computer provides all the possible Alignments 
for a character and you can choose any of those you wish.

Lawful Good.  Followers of this alignment strictly interpret law and order, but 
they use these principles to bring all the benefits to the society.

Lawful Neutral.  Followers of this alignment view regulation as all-important, 
taking a middle road between good and evil.

Lawful Evil.  Followers of this alignment believe in the rulership of the 
strong and the enslavement of the weak.

Neutral Good.  The follower of this alignment believes there must be some 
regulation in combination with freedoms if the best is to be brought to the 
world.

True Neutral.  A follower of this alignment believes that everything must be 
kept in balance - law and chaos - and good and evil - to maintain world 
harmony.

Neutral Evil.  The follower of this alignment considers law and chaos to be 
minor considerations as long as evil is brought to the world.

Chaotic Good.  Followers of this alignment value randomness and freedom, but 
also value life and individual welfare.

Chaotic Neutral.  Followers of this alignment value randomness and disorder 
over either evil or good.

Chaotic Evil.  The Chaotic Evil character disdains laws and order, kindness and 
good deeds.  He seeks positions of power, glory, and prestige in a system ruled 
by his own whims.

STARTING EQUIPMENT 

Each character is assumed to have starting equipment including clothes, boots, 
backpack, money pouch, food, water, tinderbox, and flint and steel.  The 
character's on-screen list of items only includes important items such as 
weapons, armor and magic items.

-- Page 5 -- 

PLAYING THE GAME 

To play POOL OF RADIANCE you need a party of characters.  You can use the party 
of characters provided or you can create your own.

CREATING A PARTY OF CHARACTERS; 

A party is a group of characters you have generated and saved to the save game 
disk for use in missions. you may have up to 6 Player Characters (called PCs 
or characters) in your party at a time.  You can control up to 8 characters in 
a game, but the remaining two slots are left open for NPCs your characters may 
fire or meet along the way.

When starting a game, the first screen you see is one with positions for the 
vital information about the characters in the party and a menu with all the 
ways of putting together an adventuring party.  This is the Party Creation 
Menu.

Party Creation Menu: 
Create New Character 
Drop Character 
Modify Character 
Train Character 
View Character 
Add Character To Party 
Remove Character From Party
Load Saved Game 
Save Current Game 
Begin Adventuring 
Exit to DOS 

The following describes the results of using each command.

CREATE NEW CHARACTER 

This is the opportunity to build an adventurer from scratch.  This leads you 
through a series of menus to help you define the character.

Pick Race Menu.  This gives you the choice of the six races a player-character 
can be in the Forgotten Realms.

Pick Gender.  After you pick a character's race, you pick their gender.  Gender 
affects the possible strength of a character and what sort of portraits you 
will have to choose from to represent the character.

The computer then randomly generates the ability scores that every adventurer 
has.  Once you have seen the ability scores, you may have the computer roll 
again and it will randomly generate a different character.  Otherwise, you may 
accept the rolls, and take the character as generated.
If you accept the rolls. you still have the opportunity to alter the character 
to match your own character from the AD&D game by using the Modify Character 
command described later.

Pick Character Class.  This gives you the choice of the class or classes you 
character is qualified for based on his race and ability scores.

Pick Alignment.  From this menu the computer provides all the possible 
Alignments for a character.  You can choose the one you wish.

Name Character.  Your choice of name for a character is entirely up to you.  
You cannot use more than 15 letters in a name.

The computer displays the complete character screen and gives you a chance to 
save the character.  If you save the character, it is written to the save game 
disk to become one of the regular characters you play.

 -- Page 6 -- 

At this time the computer generates a portrait of your character.  You can 
choose both the head and the body of your character's portrait.  You then 
choose the weapon, head, and colors for you character's combat icon (the figure 
that represents the character in combat).  Refer to the Encamp section for 
instructions on how to alter combat icons.

Exit.  From any of these menus this command brings you back to the Party 
Creation Menu.


DROP CHARACTER 

This command is only used when you never want to play with a particular 
character again.  It eliminates the character's record from the save game disk 
and leaves a space in which you can create a new character to fill.

MODIFY CHARACTER 

You may bring you favorite beginning AD&D character into the POOL OF RADIANCE.  
Create a character of the proper race and class and then modify it to match 
your non-computer AD&D character.  You can adjust the created character's 
ability scores and HP.  The character must start at 0 XP and with no items 
beyond those he can buy with his initial gold allowance.

TRAIN CHARACTER 

Use this command when a character had attained enough experience to advance a 
level (see Appendices).  This is available at the start of an adventure and 
when the party travels to the Guild to get training.

The computer asks who is to train, and checks the current XP of the character.  
If he has sufficient points, the computer subtracts the cost of the training 
from the character's current money and the character advances a level.  This 
takes no game time.

A character can only advance as high as the highest level character willing to 
train him.  In the Training Hall of Phlan, the maximum limits are 8th level 
fighter, 9th level thief, and 6th level cleric and magic-user.

VIEW CHARACTER 

This allows you to View a Character, as described under that heading below.

ADD CHARACTER TO PARTY 

This command allows you to pick party members from previously used characters 
that are on a save game disk.

REMOVE CHARACTER FROM PARTY 

Since a party may only include 6 player characters, you can use this command to 
write a character to the save game disk and then substitute another with the 
Add Character To Party command.  The Saved character will replace the previous 
entry for that character on the save game disk.

LOAD SAVED GAME 

This command brings up a previous adventuring party from the save game disk.

SAVE CURRENT GAME 

This command puts the group you are currently constructing onto the save game 
disk for future reference.  Then some versions will allow you to exit the game.

BEGIN ADVENTURING 

When your party is ready to go, use this command to return to the game.  Follow 
the on-screen messages to get back into the game and you are ready to go with 
your new party of adventurers.

NON-PLAYER CHARACTERS (NPCs) 

In the course of a game, the party can run into many characters controlled by 
the computer.  They may talk to the party, attack the party, and even offer to 
join the party.  These are known as Non-Player Characters, or NPCs.

There are three kinds of NPCs: those you can hire at the Training Hall to 
adventure 
-- Page 7 -- 

with your party, filling in the two slots possible in a party that 
you cannon fill with player characters; those who volunteer to join the party 
for a specific mission or quest; and those who won't join the party but will 
give either information or a fight.

WHAT YOU CAN DO WITH NPCs 

NPCs that want to join you are treated like your player characters, with a few 
differences.  Remember that you only have room for 2 NPCs if you have a full 
party of 6 player characters.  During an adventure you may find NPCs that you 
want to add to your party.  You should seldom have more than 7 characters in 
your party so there is room to add the NPC.

The computer commands NPCs in battle.  They have Morale.  If things are going 
badly for the party, they may run, even if you don't want them to.
You can give NPCs treasure, which may help their Morale, but you cannot trade 
their items to other characters.  If they die, however, you can use the Trade 
Items function to take their items.

LOYALTY 

NPCs can also be traitors insinuated into your party, depending on the way the 
adventure goes.  They can spy on you and give information to your enemies, and 
even turn on you in battle.  NPCs can be a big help, but don't trust them in 
every situation.

VIEWING A CHARACTER 

THE CHARACTER SCREEN: 

The character screen appears whenever you use the View command.  The character 
screen displays the character's name, race, and age.  It also displays his 
alignment, character class, and ability score.  The current wealth of the 
character is also shown.  Initially, the computer generates a random number 
between 30 and 180 in gold pieces, which the character can use in buying his 
equipment.  Later, as the character accumulates wealth through his 
adventuring, there are several entries on the screen showing the copper pieces 
(cp), silver pieces (sp), electrum pieces (ep), gold pieces (gp), platinum 
pieces (pp), gems and jewelry.  The value of coins are listed in the 
Appendices, the value of gems and jewelry vary and are found when they are 
appraised.

The screen also shows the character's current level, his earned XP, and his 
current HP.  If the HP are highlighted, the character has taken damage that has 
not been healed.  The number shown is his current HP, not his normal HP.  Once 
the character has healed all the damage, the number reverts to normal.

The Armor Class is shown as AC; the lower the AC number, the better the armor.  
Then it shows the character's Ready weapon and what armor he is wearing.  This 
is followed by the character's To Hit AC 0 (THACO).  The lower the character's 
THACO, the better fighter he is.  This is followed by the damage the character 
does, which depends on his strength and the weapon he has ready.

The last entry is the Character Status.  This is an indication of the current 
health of the character.  The Character Status can be: 

OK 

The character has positive HP and can move an fight normally.

-- Page 8 -- 

UNCONSCIOUS

The character has exactly 0 HP.  He cannot move or fight, but is in no danger 
of dying.

DYING 

The character will die in a short period of time unless the character is 
bandaged or healing magic is applied.  If the character is bandaged his status 
changes to Unconscious.  Healing magic will make him OK again.  In the course 
of a combat, a character who is Dying has a chance of becoming Dead unless he 
is bandaged (see Combat).  A character who survives a combat in Dying status is 
automatically assumed to have his wounds bandaged after combat and becomes 
Unconscious.

DEAD 

The character has died.  He will be brought with the party (assume he is set 
down during any combat) and can possibly be resurrected with a raise dead spell 
from an NPC cleric.  The character's actual chance of being raised when the 
spell is used depends on his constitution.

FLED 

The character fled from the previous battle.  After a battle is over, he can 
rejoin the party as if nothing had happened, and regain his previous status.

GONE 
The character has been destroyed by dragon flame, a disintegrate spell, or some 
other form of total destruction.  He cannot be Raised from the Dead.

VIEW OPTIONS: 
to inspect the active character choose the View command.  This brings up the 
View Menu.

View Menu: 
VIEW: ITEMS SPELLS TRADE DROP EXIT 

ITEMS 
Using this command allows you to see what items the character is carrying.  The 
character's items and their combat ready status are displayed.  An item that is 
not Ready cannot be used.  Not all commands in the Item Menu are always 
available.

Item Menu: 
READY USE TRADE DROP HALVE JOIN SELL ID EXIT 

Ready.  If you want to ready or unready or unready an Item, you can use the 
Ready command to change the status of the weapon, armor, or other item.  A 
character has several restrictions on what he can use.  Basically, he cannot 
use more than two hand-held items at once.  Thus, he cannot have ready a sword, 
a shield, and a bow at the same time.  Arrows are assumed to be in a quiver and 
can Readied at all times, though they cannot be used unless a bow is Readied as 
well.

Use.  This command means the character is going to use an item.  In Combat, you 
will be asked to indicate the target (see Combat for targeting) and proceed 
back to the Combat Menu.

Trade.  If you use this command, the screen switched to the Party Screen and 
asks which character you are trading with.  Indicate the character and the 
screen switches back to the Items Screen.  Indicate which item (you can trade 
multiple items in one transaction) is to go to the other character and the item 
disappears from the trading character's list and reappears on the item list of 
the receiving character.  Remember that an NPC does not give up an item once he 
has it, unless he is dead.

Drop.  If this command is used on an item, the item is gone.  It cannot be 
retrieved.  Do not use this if you want to give the item to someone else, 
that's what the Trade command is for.

 -- Page 9 -- 

Halve.  Multiple items such as arrows are often combined onto one line, such as 
42 Arrows.  Halve creates two lines, each with half the number of items; such 
as two lines each with 21 Arrows.  Only items like arrows, that are shown as 
several items on one line, can be halved.

Join.  This is the opposite of Halve.  If you have several lines of arrows or a 
similar item on the items screen, you can use this command on one line and all 
similar lines are joined with it.  The number of items shown is the total of 
the numbers in all the former lines.  No more than 250 of an item can be joined 
on one line.  NOTE: The Ready status (Yes or No) of the item depends on the 
line that all the others are joined with.

Sell.  This command is described under the Shop Menu.

ID.  This command is described under the Shop Menu.

SPELLS 
This is a long listing of what spells a magic-user or cleric has memorized and 
is ready to cast (see Magic Menu).

TRADE 
This command is used when you want to transfer money from one character to 
another.  Indicate which character you are trading with, and then indicate 
which coins and how much are to go to the other character.  The coins disappear 
from the trading character's list and reappear on the money record of the 
receiving character.

DROP 
If this command is used on money, the money is gone.  It cannot be retrieved.

After you create your party, you appear in the civilized section of Phlan.  
The party is ready to begin adventuring.

MISSIONS: 
Phlan is a very dangerous place.  The civilized nations are only now gaining a 
foothold.  You can either wander around town and run across dangerous 
situations, or report to the City Council of Phlan.  They will assign the party 
missions and give rewards when the missions are completed.  Initial missions 
are local in nature, later ones are more ambitious to match both your increased 
expertise and their opinion of you.  Phlan is split into two sections; the 
civilized section is controlled by monsters.  After you clear all the monsters 
from a block, settlers move in and it becomes civilized.

POINTS OF VIEW: 
As you move around the town and the wilderness, there are three different 
points of view: 3-D, Are, and Wilderness.

3-D 
This appears with the Adventure Menu any time you are in town, underground, or 
in any other built-up area.  It shows a view of the surrounding area as seen by 
the party.  It only shows one direction at a time, so you must rotate the party 
using the directional controls (see Adventure Menu) to see in each direction.  
At the same time, the screen shows what compass direction the party is facing 
and the coordinates of their location in their current block.

AREA 
This option is given in the Adventure Menu when the 3-D view is shown on the 
screen.  This view shows the position of the party and an overhead view of the 
surrounding area.  It can only be obtained in a 3-D view.  It does not appear 
in the Wilderness.  There is no real detail, just the position of all major 
obstructions such as walls, trees, water, etc.  A cursor shows the position of 
the party.

-- Page 10 -- 

WILDERNESS 
This screen shows when the party is traveling in the Wilderness.  It displays 
an image of the party moving through a map-like wilderness.  It shows the area 
around the party for 2 moves in each direction.  If there is an encounter in 
the wilderness, an image of the encountered monster appears next to the icon 
showing the location of the party.  You will be given all the usual options for 
the encounter (see Encounters).

BLOCKS 
Most adventures take place in one or more blocks of 16 squares by 16 squares.  
The party moves from block to block by moving into a long corridor with a low 
ceiling.  Stairs and caves with low ceilings may also move the party from one 
block to another.

TIME AND THE PARTY 
From the moment the party begins its adventures in Phlan, the clock is ticking.  
The longer it takes a party to complete a mission, the harder it becomes.

MOVING AROUND: 
The first thing a new party must do is equip itself from the Shops.  Then it 
has to get into the scene of its adventures.  There are two ways of doing this.

TOWN TRAVEL 
You can walk the party to in-town missions, having encounters along the way.

WILDERNESS TRAVEL 
Some missions involve locations away from Phlan.  The party travels in the 
Wilderness Point of View until they reach the location of the mission.  The 
computer keeps track of the time traveled.

CIVILIZATION: 
The civilized section of Phlan contains a number of locations of interest to 
the party.  In the civilized section the party can find out information, train, 
rest and heal, and buy and sell equipment.

THE CITY COUNCIL 
This is where the characters meet the Council and receive missions and news.

THE DOCKS 
The party may catch a boat at the docks to take them to otherwise in accessible 
blocks and into the wilderness.

THE INNS 
Theses give a safe haven in which to Rest (using the Encamp Menu).  Each stay 
at an Inn costs money, but once you begin your stay you can rest as long as you 
like.

THE TAVERNS 
These are rowdy places full of gossip, stories, and information.

THE TRAINING HALL 
This is where the characters can receive training from NPCs of higher level and 
add starting PCs.  This displays the Party Creation Menu so that you can use 
the Train Character command.

THE SHOPS 
Here the characters can buy their initial equipment and later sell some of 
their treasure and upgrade their equipment.  When you enter a Shop, you are 
presented with the Shop Menu.

Shop Menu 

BUY VIEW TAKE POOL SHARE APPRAISE EXIT 

Buy.  If you use this command, the computer displays a list of items available 
and their cost.  Of you try to buy something you do not have the money for, the 
computer tells you so.  If you try to buy something that will overload you, the 
computer tells you that, too.

-- Page 11 -- 

View.  This is the same screen as shown for this command in other menus with 
the addition of the Appraise command in the View Menu, and the Sell and ID 
commands in the Items Menu.

Sell.  Use the cursor to highlight any item you want to sell.  The Shop will 
make an offer and you can either sell or not.  If you decide to sell, the 
screen asks you one more time to be sure, then the item is gone.

The shops in Phlan are very busy; no item sold to a merchant remains for long.  
If you sell an item, it won't be there when you go back.

ID.  This command is used to get a magical evaluation of a magic item.  The 
shop charges you for the service of identifying the magic on an item.

Take.  If you have left money through the Pool or Drop commands, you can use 
this command to pick it up again.  Indicate that you want to take money and who 
will take it.  The computer than displays each type of coin available and how 
many of each coin there are.  You indicate how many of the coins the character 
takes.  One character can take all of the coins if he has the strength to do 
so, or you can allow each character to take a share.

If you try to pick up more than the character can carry, the screen displays a 
message saying "The character is overloaded" and will not let any more coins be 
put on the character.  Remember, carrying lots of coinage slows a character 
down in combat.

Pool.  This command makes all the party members drop all of their money into 
one pool of money.  All purchases made at the shop come out of this central 
pool.  Anything left over can be picked up again using the Take Menu.

Share.  This command picks up all the money in the pool, divides it into shares 
and distributes it among the characters.

Appraise.  This is used in Shops to get an appraisal of any gems and jewelry 
the character has.  The computer asks what gems and jewelry are to be 
appraised, and offers a price on the indicated gem or jewelry.  Once you have 
received a price, you may take it and the item is sold.  The money is 
immediately put in your money record.  If you do not want to sell immediately 
(gems and jewelry are a lot easier to carry than coins), the gems and jewelry 
become items and go from the money record on the Character Screen to the items 
list, and can be sold off of that list like any other item.


THE TEMPLES 
The temple will cast clerical healing spells for a price.  When you enter the 
temple, the Temple Menu is presented.  Except for Heal, the commands on the 
Temple Menu are the same as those on the Shop Menu.

Temple Menu: 
HEAL VIEW TAKE POOL SHARE APPRAISE EXIT 

Heal.  This command displays a list of the healing spells the clerics will 
cast.  Indicate the spell you want cast.  The computer displays the cost and 
asks you to confirm that you still want them to cast the spell.  The cost of a 
spell may vary depending on the recipient and circumstances.

-- Page 12 -- 

ADVENTURE MENU 

The Adventure Menu allows access to all of the main functions in the POOL OF 
RADIANCE.  This menu shows either the current 3-D picture of the area in front 
of the party and the status of the party (if in a town adventure), or the area 
around the part (if in the wilderness).  If any party members are injured, 
their hit point numbers (showing how many they have now) are highlighted for 
easy recognition.  There are several commands available to you from this menu.


Adventure Menu: 
MOVE VIEW CAST AREA ENCAMP SEARCH LOOK 

MOVE: 
This is the command to move the party.  How the party moves is shown on the 
Quick Reference Card provided with the game for your computer.

In 3-D travel, the Party can move forward, move backwards, turn right, or turn 
left.  Normally, each movement forward or back puts the party into another 
square and takes one minute of game time.  Turning keeps the party in the same 
square and takes no game time.  If the party has Search on, moving one square 
takes 10 minutes.

In the Wilderness, the party can move in any of eight directions.  Moving one 
square takes a half a day of game time.  Search mode has no effect in the 
wilderness.

VIEW: 
This displays the Character Screen, as described in Viewing a Character.

CAST: 
This command sends you to the Cast Menu so your active character can throw a 
magic spell.  See the section on Magic for a description of how to cast spells 
and their effect.

AREA: 
This shows an overhead view of the area around the party.  If the party is lost 
or in unfamiliar territory this command may not be available.

ENCAMP: 
This command sends you to the Encamp Menu.  This is a very important part of 
the game, and is described in detail in its own section.

SEARCH: 
A party can move in Search Mode, which takes 10 minutes of game time per move.  
This allows the party to carefully search the area they are passing, but also 
gives wandering monsters a greater chance to find them.  You only need to hit 
the Search command once to start the party moving at Search speed, then hit the 
command again later to reset them to normal movement.  You do not need to hit 
Search for every move.

In Search you are assumed to be checking for secret doors, mapping, moving as 
silently as possible, hiding in any available shadows, and generally being as 
careful as possible.

If you never go to Search mode, you will run into fewer wandering monsters 
(because you are moving faster) but have much less chance of finding concealed 
treasures or traps before they are sprung.

LOOK: 
This command is used to look at a square more closely, as if your party moved 
into the square again.  If the party is moving at normal rate, then a Look 
command treats that particular square as if they party moved into it in Search 
mode.

-- Page 13 -- 

ENCAMP 
This command is used in several menus to take time off and try to rebuild 
characters and the party.  It is used to handle day-to-day functions such as 
saving the game, resting to heal, or memorize spells (described under Magic 
Menu), and changing game items such as game speed or party order.

Encamp Menu: 
ENCAMP: SAVE VIEW MAGIC REST ALTER EXIT 

SAVE: 
This command saves the characters and game as they are.  Check the Quick 
Reference Card for any system specific details of how to save your game.

VIEW: 
This displays the View Menu, as described under Viewing a Character.  In camp, 
this does not display the Sell Item or ID commands.

MAGIC: 
Magic is a very important part of POOL OF RADIANCE and is described later under 
its own heading.  Magical Spells can only be memorized while the party is in 
camp.

REST: 
One of the most important aspects of the Encamp Menu is the chance to rest.  
Characters catch their normal sleep without having to go to camp.  However, to 
memorize spells or heal naturally, specific rest time is necessary/ 

For every 24 uninterrupted hours of resting in camp, every wounded character 
regains one hit point above and beyond any recovery gained from healing magics.

The initial resting time is established by anyone who is memorizing spells.  
The screen will show the days, hours, and minutes necessary for the spell-using 
members of the party to memorize (or pray for) the spells they want to 
memorize.
Memorizing any spells at all takes a minimum of four hours.  Third level spells 
take a minimum of six hours.  See the Magic Menu for further description of 
memorizing spells.

Rest can be interrupted by any random encounter.  Only take long rests in safe 
places, such as inns, hideouts, or secure buildings.

Rest Menu: 
REST INCREASE DECREASE EXIT 

REST 
Once you have determined the full time you want the party to rest, this command 
starts them Resting.

INCREASE 
This command adds to the time that the party will stay in camp, usually for 
resting to regain lost hit points.  Every 24 uninterrupted hours in camp 
restores 1 HP to every injured member of the group.

DECREASE 
This command decreases the time to be spent in camp.  This may mean that 
characters do not memorize all the spells they want or that characters may not 
recover all their hit points, but sometimes time constraints are part of the 
adventure, and the party cannot spend all the time it wants resting.

ALTER: 
This command is used to change the basic makeup of both the party and the 
characters who are part of it.  You are given the following menu: 

Alter Menu: 
ALTER: ORDER DROP SPEED ICON PICS EXIT 

-- Page 14 -- 

ORDER 
This command allows you to reorganize your characters in the first or second 
rank.  The first four characters are in the first rank, where they will meet 
enemies hand-to-hand, the rest are in the second rank, where they can use 
spells and missile weapons.

The computer asks who takes position number 1, etc. and reforms the group, with 
position #1 on top, when all the choices are made.  Position of NPCs can be 
changed with this command.

DROP 
This command allows you to permanently drop a character or NPC from the party.  
Once dropped, the character is gone from the party and his current version will 
not be saved if you then use the Save command to save the game.

SPEED 
This command controls the speed of messages presented on the screen.  If you 
are having trouble reading messages before they disappear, use the Slower 
command.  If massages seem to take forever to get off the screen, use the 
Faster command.  Note that once you have used this command, it affects all 
subsequent messages, and you may have to re-use the command if later massages 
are too fast or slow.

Speed Menu: 
SPEED: SLOWER/FASTER EXIT 

ICON 
When a character is created, he is given a combat icon.  When the party is in 
combat, each party member's icon designates his position and general facing on 
the screen.

The icon command is used to change the character's icon.  You can customize 
this icon to represent the character's favorite weapons, armor, and colors.  
You may want to do this when the character picks up a new weapon.

Icon Menu: 

ICON: PARTS COLOR SIZE EXIT 

Parts. you can alter the weapon (which controls the rest of the body shape) or 
the head of the icon.  You are shown both the Ready Icon character and the 
character's Action Icon (which shows the character attacking).

When you are done choosing the weapon and head, you can reject the new form or 
accept it.  The screen shows you the new and old versions of the Ready and 
Action Icons


Parts Menu: 

PARTS: WEAPON HEAD EXIT 

Color.  You use Color to alter the color of virtually every part of the Icon, 
as shown on the screen.  Some of the areas you can alter on the Icons do not 
correspond to the terms given in the menu.  For instance, changing the shied 
color for a character with a bow or crossbow actually changes the color of the 
arrows or quarrels.  Play with the Icons commands until you get a feel for how 
these variables work.

Color Menu: 
    
    WEAPON BODY CAP HAIR SHIELD ARM LEG EXIT 

Size.  Large size Icons are usually used for humans, elves, and half-elves.  
Small size Icons are usually used for dwarves, gnomes, and halflings.

Size Menu: 

SIZE: LARGE/SMALL EXIT 

Exit.  When you are done, use this command.  The computer will ask you to 
confirm any changes to your icons.  Make your choice and the computer returns 
to the Alter Menu.

-- Page 15 -- 

PICS 
This command governs when character and encounter pictures will be displayed.

Pics Menu: 

PICS: CHARACTERS ON/OFF MONSTERS ON/OFF EXIT 

Characters On/Off.  This command governs the portraits displayed with the 
character statistics when you use the View command.  Characters On shows the 
pictures when you view a character; Characters Off hides the pictures.  Having 
the characters hidden slightly speeds up the game since the computer does not 
have to take the time to load or draw the portrait each time.

Monsters On/Off.  This command governs the pictures that appear during 
encounters.  Monsters On shows the animated picture when the monsters get to 
the closest range in an encounter; Monsters Off hides the animated pictures.

ENCOUNTERS 
When a party comes across NPCs of any kind, there is an encounter.  The 
computer provides a quick glimpse of who the party has encountered, then asks 
what you want to do.

The computer determines whether both parties see each other, the NPCs surprise 
the party, or the party surprises the NPCs.

If the party surprised the NPCs, the party can attack immediately, getting a 
free round to attack in which the NPCs cannot retaliate.  This opportunity must 
be taken at once or surprise is lost.

If hostile NPCs surprise the party, the NPCs can attack immediately and get a 
series of attacks in without retaliation by the party.
If the NPCs do not surprise the party, the computer offers these commands.

Encounter Menu: 

ENCOUNTER: COMBAT WAIT FLEE ADVANCE/PARLAY 

COMBAT: 
The party attacks the NPCs.  Who goes first is decided on the basis of 
initiative, which is explained in the Combat Section.

WAIT: 
This command allows the NPCs to decide what to do.  The may wait, combat, flee, 
advance (if more than a square away) or parlay (if in the same square).

FLEE: 
If you see NPCs you think your party cannot fight successfully, use this 
command to run away.  If successful, you may flee wildly, risking getting lost.  
If unsuccessful (because the NPCs can move faster than you do) you go to 
combat.

ADVANCE: 
If the NPCs are far away use this command to approach them.  Once the NPCs are 
adjacent to the party the Advance command will be replaced with the Parlay 
command.

PARLAY: 
Use this command to speak with NPCs that are adjacent to the party.  Choose a 
character to speak for the party.  Pick the character who you think will make 
the best impression on the NPCs.  Then, choose one of five possible attitudes 
for dealing with the NPCs.


Parlay Menu: 

PARLAY: HAUGHTY SLY MEEK NICE ABUSIVE 

HAUGHTY 
You try to demonstrate your superiority to the inferior creatures you are 
dealing with.  Some encounters only respect an air of superiority and are 
impresses enough to cooperate; this is also a good way to make them resentful 
and attack.

-- Page 16 -- 

SLY 
You try to get information out of the NPCs without them realizing you are doing 
so.  Some NPCs will realize you are trying to get something out of them and 
will become hostile.

MEEK 
You are mild and unassuming in hopes that the NPCs will think you are not worth 
attacking.  Of course, some NPCs attack meek opponents, because they are easy 
pickings.

NICE 
You try to be friendly in hopes the NPCs are friendly to you.  Some NPCs do not 
choose to be friendly to anyone.

ABUSIVE 
You try to browbeat information out of the NPCs.  It is best not to do this 
unless you have the power to back up your threat.
The computer assumes you are as effective as possible in the attitude you call 
for.


COMBAT 
In many adventures the party will have to fight to defeat the enemy.  In combat 
the computer determines which characters (both player characters and NPCs) have 
initiative (i.e., which goes first) and depicts that person and his nearby 
compatriots.

If the character is a PC then the player will control his actions.  If the 
character is an NPC, or a PC under computer control using the Quick command, 
the computer determines his actions.

HITTING THE TARGET: 
The ability of an attacker to hit a target with a melee weapon (such as a 
sword, spear, or fist) or a missile weapon (such as a bow or crossbow) depends 
on the chance the attacker has of hitting the Armor Class of the target.  This 
is represented by a number called the THACO.  The lower the THACO the better 
the chance to hit.

A target's defense is his Armor Class, or AC.  This is influenced by the armor 
worn, plus the dexterity of the target and any benefit various magic spells may 
have. (Magic has another method of hitting a target; see the Magic rules).  The 
lower the Armor Class number, the better the armor.

The number needed for an attacker to hit a target is the attacker's THACO minus 
the target's Armor Class.  The attacker hits if a random number from 1-20 is 
greater than or equal to this number.  Thus, a person with a THACO of 18 needs 
a 14 or more to hit Armor Class 4.  Armor classes can go into negative numbers, 
so the same character trying to his Armor Class -1 would need to get a 19 or 
better.

In a combat, the first and second attackers strike at the defender's front.  
The third attacker strikes at the defender's rear, unless all the attackers are 
adjacent.  The fourth and any additional attackers strike at the defender's 
rear.  The defender's AC is substantially reduced against rear attacks.

A thief forms the only exception to the automatic facing rules.  If the thief 
attacks from exactly opposite the first attacker, he can backstab.  A backstab 
has a better chance of hitting the defender, and does additional damage when it 
does hit.

USING MISSILE WEAPONS: 
A character may not use a missile weapon if he has an opponent next to him.  If 
he has no opponent next to him, he can fire a missile at anyone in his line of 
sight.  The Next and Prev commands will only aim at targets in the attacker's 
line of sight.

-- Page 17 -- 

BEGINNING COMBAT: 
Each character can be controlled manually or by the computer.  At the beginning 
of combat each character is controlled the same as he was in the previous 
combat.  Any character under manual control may be turned over to the computer 
using the Quick command.  All characters may also be simultaneously switched to 
manual control or computer control.  Check your Quick Reference Card for the 
commands used on your system.

EXECUTING COMBAT: 
When a combat begins, the screen shows the area around the character with the 
highest initiative.  The entire party may not be on the screen at the same 
time, and one can rarely see all of the monsters at one time.  The computer 
indicates the active character and lists his name, current condition, armor 
class, and current ready weapon.

Characters and NPCs move according to each character's dexterity and a random 
number generated by the computer.  This is called an Initiative Number and 
changes with every combat round.  Usually higher dexterity characters move 
before lower dexterity characters.

You may use the following commands to handle your side of the battle.  If a 
character cannot use a command (such as Turn for a non-cleric or Cast for a 
fighter or thief) it does not appear.

The Combat Menu: 

MOVE VIEW AIM USE CAST TURN QUICK DONE 

MOVE 
This is used to move a character and to attack.  You attack by moving the 
character into an enemy's square.  You can even attack party members, but the 
computer gives you a chance to abort such an attack.  If you disengage an 
enemy, he gets a free attack at your back, as do others you move by.

Some characters may have multiple attacks in one turn.  Bows get two attacks 
per turn.  High level fighters get two attacks every other turn.  All of a 
character's attacks are taken against his first target.  If the first target 
goes down with the first attack, you may aim the remaining attack at another 
enemy.

Fighters may make a special form of multiple attacks called a sweep.  A sweep 
may attack several weak targets with a single blow each.

Refer to your Quick Start Cart to find out how to move the character with your 
particular computer.  The number of spaces a character can move is reduced by 
the weight carried.  A character weighted down with coins or extra armor and 
weapons cannot move as fast as he could without the items.  Bulky armor can 
also reduce movement.

A character who is faster than any enemy can run away from the fight, 
eventually funning from the battlefield.  A character who is as fast as the 
fastest monster, only has a 50% chance of getting away (otherwise he must 
remain until the end of the fight).  A character who is slower than any enemy 
cannot tun off the edge of the fighting area.  A character who has run away is 
no longer part of the fight.  He returns after the fight is over.

VIEW 
This is essentially the same command used any time you wish to see a character.  
Using this, you can ready appropriate weapons to meet the fight in progress.  
Some options, such as Trade, are not available in the middle of combat.  The 
Use command shows up under Items to allow you to use an item, such as a wand, 
in combat.

-- Page 18 -- 

AIM 
This command is used to aim an attack using the following options.

Aim Menu: 

AIM: NEST PREV MANUAL TARGET EXIT 

Next.  Use this command to look at all possible targets, starting with the one 
closest then going to the next closest.  The computer looks at ALL possible 
targets, including other party members; don't shoot without looking. (However, 
the computer confirms you order first, before shooting at a teammate.) 

Prev (Previous).  This is the opposite of the Next command.  Use this command 
to look at the possible targets starting with the one farthest away and working 
back toward your character.  Usually this is a good way to find a good target 
without working your way through all of your PCs first.

Manual.  This command lets you aim anywhere on the map.  It is especially 
useful for finding opposing leaders and targeting spells with area effects.

Target.  If your character has a ready ranged weapon, or an item prepared with 
the Use command, this command shoots at the target you selected.

USE 
This command allows the character to use any non-weapon item.  The command 
brings up the same screen and menu as the Items command under the View Menu.

CAST 
This is only available to magic-users and clerics when they still have spells 
available.  Using this command brings up the Cast options of the Magic Menu 
(see that description of the Magic Rules).  If hit recently, the character's 
concentration may be broken and you won't be given the Cast option.

TURN 
Clerics can sometimes destroy undead monsters or turn them away from the party.  
This has no effect on any other form of monster.  See the Appendices for a 
cleric's minimum level to affect various forms of undead.

QUICK 
This command turns over control of the character to the computer.  It is a good 
way to handle fights against hordes of less powerful opponents.  Once you have 
established computer control for a character, the computer controls him in 
future fights until you interrupt it.

The computer uses ready melee or missile weapons and available spells, 
switching between them to the most appropriate in the situation.  The computer 
plays a very aggressive game.

DONE 
This command is used when a character has finished his turn.

Done Menu: 

GUARD DELAY QUIT BANDAGE SPEED EXIT 

Guard.  The character can adopt this tactic and simply wait to meet any 
attacker.  This means that he attacks the first foe that moves adjacent to him 
before the foe attacks him.

Delay.  This command lets you delay this character's action by reducing his 
initiative number by 1.  If he is the only one to be at the next lowest number, 
it is his action again.  He can continue to delay his actions until all others 
have had their action for that round and then he must take an action or lose 
it.

Quit.  You can signify you are finished with this character by using this 
Command.

-- Page 19 -- 

Bandage.  This command only appears if a member of the party is dying.  The 
character for whom the command appears can use this command to bandage the 
party member and keep him from dying.

Speed.  This command is described under the Alter command of the Encamp Menu.

IF THE PARTY FLEES: 
As long as any party member survives to the very end of the combat, the bodies 
of unconscious or dead party members are assumed to be with the party.  If the 
party flees from combat all unconscious and dead party members are permanently 
lost.

IF THE PARTY DIES: 
If ALL the party members are slain you will have to go back to your last Saved 
Game and try again from that point.

AFTER COMBAT: 
When combat is over, the screen will show some congratulatory message, then 
present a menu of commands.  If a command does not apply to this after-combat 
situation, it will not appear.

Treasure Menu: 

VIEW TAKE POOL SHARE DETECT EXIT 

VIEW 
See Inspect a Character.  At this time you can use the Drop commands in both 
the Items menu and in the Character Screen menu.

TAKE 
This command is used to pick up treasure.

Take Menu: 

TAKE: ITEMS MONEY EXIT 

Items.  Use this command to produce a list of items carried by the monsters you 
have overcome.  If more than one had a missile weapon, all of their remaining 
missiles are lumped into one line (if there are more than 100, 99 are on one 
line and the rest on another line).  Frequently, the weapons and armor used by 
monsters are substandard and not worth picking up as treasure, so they are not 
listed.

If one character tries to pick up too many items, the computer will say he is 
overloaded and will not allow the acquisition.

Money.  The computer displays each type of coin available and how many of each 
coin there are.  You indicate how many of the coins the active character takes. 
One character can take all of the coins if he has the strength to do so, or 
you can allow each character to take a share.
If you try to pick up more than the character can carry, the screen displays a 
message saying, "The character is overloaded," and will not let any more coins 
be put on the character.  Remember, carrying lots of coinage slows a character 
down in combat.


POOL 
This command makes all the party members drop all of their money into one pool 
of money.  It becomes part of the treasure and the party members can use the 
Take Menu to reapportion their funds.

SHARE 
This command picks up all the money in the treasure, divides it into shares, 
and distributes it among the characters.

DETECT 
This command casts a detect magic from the current active character.

EXIT 
This command lets you leave the scene of the battle.  If there are still items 
that can be picked up, the machine will remind you that there is still treasure 
left.  You can go back to the Treasure menu or leave the treasure and go to the 
Adventure Menu.

-- Page 20 -- 

MAGIC 
Magic is integral to POOL OF ROMANCE.  Both magic-users and clerics can use 
magical spells.

HOW MAGIC WORKS: 
A spell can exist in one of three forms: In Memory, In Spell Book, and On a 
Scroll.

IN MEMORY 
A magic-user or cleric who has a spell in Memory is said to have memorized the 
spell.  He can cast the spell as shown in the Cast command description.

IN SPELL BOOK 
Magic- users write their spells into a Spell Book.  They can only write those 
spells into the book of which they have the ability to cast.  The books are 
compendiums of spells among which they choose the ones they want to memorize.  
Clerics do not keep a spell book, they simply pray each day to get their 
spells.

ON A SCROLL 
A spell written on an extended scroll can be read by a cleric or magic-user, 
depending on the kind of spells on the scroll.  A magic-user must cast the 
spell read magic to understand the spells a scroll contains.  Once he has done 
that, he can read the spell aloud at any time to cast it.  A cleric does not 
need a read magic spell to read a clerical spell on a scroll, but only a cleric 
can read the spell.  Once any kind of spell has been cast or scribed from a 
scroll, the spell disappears.

A magic-user may scribe the scroll spell into his spell books for future 
memorization.  This erases the spell from the scroll.

Spellcasters can get a list of their memorized spells from the Cast option of 
the Magic Menu or from the Spells option of the View Menu.  They can get a list 
of their spells on scrolls from the Scribe option of the Magic Menu.  If all 
you want is a list of available spells, be sure to exit before you actually 
cast or scribe the spell.

The Magic Menu: 

CAST MEMORIZE SCRIBE DISPLAY REST EXIT 

Cast.  Use these commands to cast spells.  In combat the spellcaster is the 
current character.  In camp the spellcaster is the current active character.

Cast Menu: 

CAST NEXT PREV EXIT 

The Cast Menu appears in both the Magic Menu, and the Combat Menu.  It shows 
all the spells available to the active character.  Find the page with the spell 
you want to cast.  Select the Cast command.  Then select the spell to cast it.  
If necessary, indicate the target of the spell.  If you do not find the spell 
you want, you can Exit.  In combat, the character can take another option.  
Otherwise the character returns to the Magic Menu.
Once cast, a spell is gone until it is memorized again.

Memorize.  For a character to learn a spell, use this command, which only 
appears in the Encamp Menu.  The computer displays a page from the active 
character's spell book (or a list of possible clerical spells) and you are 
offered the following commands.  Remember that if a magic-user or cleric has 
the ability to learn more than one spell of a level, he can learn the same 
spell more than once.


Memorize Menu: 

MEMORIZE NEXT PREV EXIT 

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Find the page with the spell you want to memorize.  Select the memorize 
command.  Then select the spell to memorize it.  The 'pages' here are pages of 
the magic spell book, rather than just the list of already memorized spells.

Picking a spell to memorize does not mean that a spell is memorized.  Learning 
a spell takes 15 minutes (game time) per level of spell, plus a period of 
relaxation before starting to memorize one or more spells.  See the REST 
command in the Magic Menu.

Only one spell may be learned at a time, though the spellcaster need only relax 
once before learning several spells.  The learning time must be uninterrupted.  
You have to go to the Rest command and spent the time to memorize the spell.  
If you have only been in camp long enough to memorize some spells, those are 
learned and the others are lost.  The spells are memorized in the order you 
pick them.

Example: A magic-user decides to memorize 2 uses of magic missile (a first 
level spell) and 1 use of invisibility (a second level spell).  This is a total 
of 1 hour of time for memorization, plus 4 hours relaxation time.  If the party 
is attacked before the first 4 hours are up, no spells are learned.  If the 
party is attacked after 4 hours and 15 minutes in camp, the magic-user has 
learned 1 magic missile spell.  After 4 hours and 30 minutes he has learned 
both magic missile spells, and after 5 hours he has learned the invisibility 
spell as well.

Once you have picked all the spells for one character, you EXIT the menu.  The 
computer displays the spells you have chosen and asks you to confirm the 
choices.  If you confirm the choice, you go back to the Magic Menu and can 
select spells for the next character who needs to memorize them.  If you cancel 
the choice, all the choices are ignored and you must re-select all the 
character's spells.

Scribe.  Use this command to inscribe spells the character finds on a scroll 
into his spell book.

Scribe Menu: 

SCRIBE NEXT PREV EXIT 

The computer displays all the spells on scrolls that the magic-user has cast 
read magic on.  Find the page with the spell you wish to scribe.  Select the 
Scribe command.  Then select the spell to scribe it from the scroll into your 
spellbook.  If a spell is of too high a level for the character to scribe, the 
computer tells you so.  Scribing the spell erases it from the scroll.  Scribing 
takes the same time as Memorizing a spell, and is unsuccessful if the total 
time is not taken.

Display.  Use this command to find out what magic spells are currently working 
on the party in camp.  This serves as a reminder of obvious spell working on 
the entire party, such as bless or light, and on individual members of the 
party, such as protection from evil or invisibility.  This also reveals subtle 
curses (though not the nature of the curse) on the party or individuals in the 
party.

Rest. to memorize spells, one must Rest.  This takes you to the Rest Menu 
described in the Encamp Menu description.  Spells are not memorized until the 
character has rested the necessary time.

The Exit command in this use of the Rest Menu returns you to the Magic Menu, 
not the Encamp Menu.

SPELLS AVAILABLE 
A beginning magic-user is given four first-level spells when he leaves his 
master to adventure on his own.  These are shown in the spell book for the 
magic-user.  Each 

-- Page 22 -- 

time the magic-user gains a level of experience, he gains one 
spell, even though the rise in level may give him the ability to learn more 
than one new spell at a time.  To gain further spells, he must find scrolls in 
treasures and copy spells he is capable of casting into his spell book, using 
the Scribe command in the Magic Menu.

CLERICAL MAGIC 
Clerical magic is very similar to magic-user magic, but a cleric needs no spell 
books.  All spells possible to his level are always available to a cleric, he 
need only memorize them.  Just what spells are available depend solely on the 
level of the cleric.

Therefore, when a cleric finds scrolls with clerical spells on them, he can 
simply use them straight off the scroll, since they are mot something he needs 
to Scribe into a spell book.

SAVING THROWS 
Magic is a chancy business.  Many spells do not necessarily affect their 
targets.  This is simulated with saving throws.  In POOL OF RADIANCE the saving 
throw is the chance that the spell has no effect or a lesser effect on the 
character it is cast on.  As a character gains levels, his saving throws 
improve, and the chance that magic affects him is decreased.  The final results 
of any spell are shown on the computer screen.

Magic-users have better saving throws against cast magic or magic from items, 
clerics have better saving throws against death and poison, and dwarves and 
halflings have better saving throws versus any form of magic.

THE SPELLS: 
Some spells are quick and can be cast in combat, and some take an extra long 
time to cast.  Those that take extra time can only be cast when using the Magic 
Menu from the Encamp Menu.

TIME AND MAGIC 
The duration of magic spells is important.  A spell's duration is either: 
instantaneous, as with most damage spells; measured in rounds, as with most 
other combat spells; measured in turns, as with many detection and protective 
spells; or permanent.

When planning use of spells to use in movement (such as a find traps), remember 
that one round equals one minute of game time and one turn equals 10 minutes of 
game time.

THE SPELL LIST 
The spells available for characters in the POOL OF RADIANCE are: 

FIRST LEVEL CLERICAL SPELLS 
Bless.  This spell can only be used in camp or combat, and it only affects 
those characters not in melee.  It gives a bonus of one to their THACO for six 
rounds and raises the morale of friendly NPCs by 1.  Use it in camp only if you 
know you are going into combat immediately afterward.

Curse.  This reversal of bless affects enemies not in melee and modifies their 
THACO and their morale by 1.  Usable only in combat and lasts 6 rounds.

Cure Light Wounds.  This can be used any time.  The caster must be next to the 
target.  It heals 1-8 points of damage.

Cause Light Wounds.  This combat-only spell causes 1-8 points of damage to one 
adjacent target touched by the caster.

Detect Magic.  This is similar to detect evil, but only lasts 1 turn.  It 
detects the presence of magic in a 1 square by 3 square area, but gives no 
details on the type of magic.

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Protection from Evil.  This spell can be used in combat or in camp when you 
expect to go into combat shortly.  It adds 2 to the AC of the character against 
evil attackers.  Any saving throws caused by attacks of such monsters are at 
+2.  This spell lasts 3 rounds per level.  The caster must touch the target 
(which can be himself).

Protection from Good.  This is essentially the same as protection from evil, 
but it protects against the attacks of good creatures.

Resist Cold.  This spell protects the recipient against cold, providing 
absolute protection against cold up to 0 Fahrenheit and an additional saving 
throw against cold-based attacks.  The duration is 1 turn per level of the 
caster, and the caster must touch the target.

SECOND LEVEL CLERICAL SPELLS 

Find Traps.  This must be cast in camp.  It makes any traps in the direction 
the character is facing visible to the character.  The spell lasts for 3 turns.

Hold Person.  This combat only spell holds immobile from 1-3 (cleric's choice) 
creatures of roughly human shape and size.  The duration is 4 rounds plus 1 
round per level.

Resist Fire.  This is identical to resist cold, but it works against heat and 
heat attacks.

Silence 15' Radius.  This is a combat spell.  It silences any spell casting or 
discussion in the radius.  If cast on a person, the radius follows him around 
for the duration of the spell unless he makes a saving throw.  If cast on an 
area, the spell affects everything in that area for the duration of 2 rounds 
per level of the caster.

Slow Poison.  This spell can be used in camp or combat.  It revives a poisoned 
person for 1 hour per level of the caster.  The target of the spell then dies 
unless a neutralize poison (a high-level spell only used by NPCs) is cast on 
him.

Snake Charm.  This spell can be cast in combat only.  It influences as many hit 
points of snakes as the cleric has hit points.  The snakes cease all activity 
for 5-8 rounds.

Spiritual Hammer.  This is a combat spell which creates a temporary magic item, 
automatically Readied.  It can strike at range and does normal hammer damage.  
It strikes monsters that only magical weapons can affect.  This lasts for 1 
round per level of caster.


THIRD LEVEL CLERICAL SPELLS 

Animate Dead.  This spell can be used in combat or camp.  It turns a dead human 
person into a zombie to help the spellcaster.  In combat, the zombie fights for 
the spellcaster, though controlled by the computer.  This spell is permanent 
until the zombie is destroyed.  If created to work with the party, a zombie 
becomes an NPC and there must be room for him in the party (remember, the limit 
is 8 characters) or he cannot be taken along.

Cure Blindness.  This touch-only spell is used in combat or camp to cure the 
blinding effects of the cause blindness spell.

Cause Blindness.  This touch-only spell can only be used in combat.  The victim 
gets a saving throw.  The duration is permanent until negated by cure blindness 
or dispel magic.

Cure Disease.  This spell can be used in camp only.  It cures the diseases 
caused by mummies and the cause disease spell.

-- Page 24 -- 

Cause Disease.  This is combat spell with a touch range.  There is a saving 
throw.  If a character is afflicted with a disease, over time he loses HP and 
Strength Points until he is down to 10 percent of his normal values.  This 
disease is cured by a cure disease or dispel magic spell.

Dispel Magic.  This spell can be used either in combat or camp.  In combat, it 
affects every magic spell and item in an area.  In camp it affects every person 
and item you select.  There is a percentage chance of success with this spell 
depending on the level of the caster and level of the originator of the spell 
to be dispelled.  If successful, the target magic is permanently eradicated.

Prayer.  This is a combat spell that lowers all THACO's and saving throws for 
friendly combatants by 1 and raises them by 1 for all unfriendly combatants.  
It has a 60' radius and lasts 1 round for each level of the character.

Remove Curse.  This can be used in camp or combat and allows the target to be 
rid of a curse (as from a curse or bestow curse spell) or put down a cursed 
object.  The range is touch.

Bestow Curse.  This spell has a duration of 1 turn per level and is used in 
combat.  It has variable effects determined by the computer.


FIRST LEVEL MAGIC-USER SPELLS 

Burning Hands.  This touch-range combat spell causes fire damage of 1 point per 
level of the caster.  There is no saving throw.

Charm Person.  This spell makes a humanoid creature the caster's friend and 
ally.  Any action of the caster will be seen in the most favorable light 
possible.  The target gets a saving throw when the spell is thrown and again 
days or weeks later, depending on its Intelligence.  You can never be sure the 
effect is permanent.  For the moment, the charmed creature can become an NPC 
(if there is room in the party roster) under the command of the caster.

Detect Magic.  This spell is the same as the clerical spell: its duration is 2 
rounds per level of the caster.

Enlarge.  This spell can be used in camp or combat and lasts for 1 turn per 
level of the caster.  The living target increases in size by 20% per level of 
the caster.  It makes the humanoid target into an ogre or giant in size and 
strength for combat purposes.  A target can only be under the effect of 1 
enlarge spell at a time.  Unwilling targets get a saving throw against this 
effect.

Reduce.  This is the opposite of enlarge, and can be used to negate enlarge.  
Unwilling targets get a saving throw against its affect.  If the saving throw 
is unsuccessful, the target is reduced in size and loses effective strength and 
movement.

Friends.  This combat only spell affects everyone in a sphere that increases 
with the level of the magic-user.  Everyone with that sphere failing a saving 
throw thinks the caster has 2-8 more points of Charisma.  Those who make their 
saving throw think he has 1-4 less points of Charisma.  The effects last 1 
round per level of caster.

Magic Missile.  This a combat spell that does 2-5 points of damage to the 
target, no saving throw.  For every 2 levels, the magic-user gets 1 missile, so 
magic-users of the 3rd and 4th levels get 2 missiles, and those of the 5th and 
6th levels get 3 missiles.  All must be fired at once.

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Protection from Evil.  Like the clerical spell of the same name, but is lasts 
for 2 rounds per level of caster.

Protection from Good.  Like the clerical spell of the same name, but it lasts 
for 2 rounds per level of caster.

Read Magic.  This is only used in camp and allows the user to read any magical 
(not clerical) writing.  It lasts for 2 rounds per level of caster.  Once you 
use this spell to read a scroll you can cast the spells of the scroll.

Shield.  This spell is a combat spell that improves the targets armor class and 
saving throw, and negates the effect of the magic missile.  The spell lasts for 
5 rounds per level of caster.

Shocking Grasp.  This combat spell does 1-8, +1 point per level of caster, 
electrical damage to a target the caster touches.  

Sleep.  This spell puts up to 16 targets to sleep for 5 rounds per level of 
caster.  The least powerful targets are affected first, and the bigger the 
monster, the fewer of them are affected.  Monsters above a certain power are 
not affected at all.  No saving throw.

SECOND LEVEL MAGIC-USER SPELLS 

Detect Invisibility.  This can be used in camp or combat and lasts for 5 rounds 
per level of caster.  This has a range of 20 feet per level of caster.

Invisibility.  This makes the target (touch range) invisible to normal and 
infravision until he ends the effect or attacks someone.

Knock.  This spell is used to open locked doors or chests.  It can be used in 
camp or while moving.

Mirror Image.  This combat spell creates 1-4 illusory duplicates of the 
magic-user.  If a duplicate is attacked, it disappears.  The spell lasts 2 
rounds per level of caster.

Ray of Enfeeblement.  This combat spell has a saving throw.  If the target 
does not make the saving throw, he is weakened (he does less damage for 1 round 
per level of caster).

Stinking Cloud.  This affects a 2 square by 2 square area.  Anyone in the cloud 
gets a saving throw.  If unsuccessful, he is helpless for 2-5 turns.  He can 
move out of the cloud, but he is still helpless only as long as he is in the 
cloud and for 1 round afterwards.  The cloud lasts 1 round per level of caster.

Strength.  This spell is only used in camp.  It raises the strength of the 
target by a variable amount depending on the class of the target.  The duration 
is 6 turns per level of caster.

THIRD LEVEL MAGIC-USER SPELLS 

Blink.  After casting this spell, the caster can seldom be targeted because he 
is blinking in and out of the area.  The spell lasts for 1 round per level of 
caster.

Dispel Magic.  This is just like the clerical spell of the same name.

Fireball.  This area effect spell does 1-6 points of fire damage per level of 
caster to each target in the area.  A successful saving throw cuts the damage 
in half.  Outdoors, a fireball has a 2 square radius.  Indoors, in a 
constrained area, it has a 3 square radius.

-- Page 26 -- 

Haste.  This combat spell affects 1 person per level of caster.  Everyone 
affected moves twice as far and attacks twice with melee and missile weapons, 
but they do not throw any additional spells per round.  It lasts for 3 rounds 
plus 1 round per level of caster.

Hold Person.  This is like the clerical spell, but 1-4 people can be affected.  
The duration is 2 rounds per level of caster.

Invisibility, 10' Radius.  This is like invisibility but affects everyone 
within 10 feet of the caster when it is cast.  Everyone affected stays 
invisible, and comes out of it normally, but if the caster ends his 
invisibility, it ends for everyone.

Lightning Bolt.  This affects everyone in its path.  It does 1-6 damage points 
per level of caster, a successful saving throw cuts this damage in half.  A 
lightning bolt is 4 or 8 squares long in a line away from the caster.  The bolt 
will rebound off walls to reach its full length.

Protection From Evil, 10' Radius.  This is just like protection from evil, but 
it affects everyone within 1 square of the target, as long as they stay there.

Protection From Good, 10' Radius.  This is just like protection from good, but 
it affects everyone within 1 square of the target as long as they stay there.

Protection from Normal Missiles.  This keeps the target (touch range) from 
being harmed by non-magical missiles for 1 turn per level of caster.

Slow.  This combat spell affects 1 person per level of caster.  Unwilling 
targets get a saving throw.  Targets move a 1/2 their normal distance each 
round and their number of attacks per round is halved.  If they only have 1 
attack, then they have 1 attack per every other round.  This can be used to 
negate haste.  Its duration is 3 rounds plus 1 round per level of caster.

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