Pools of Darkness manual
- Pools of Darkness
Pools of Darkness Rule Book
TABLE OF CONTENTS
Your Game Box Should Contain 1
Transferring Characters from Secret of the Silver Blades 1
Before You Play 1
Getting Started Quickly 1
Using Menus 1
BEGINNING TO PLAY 2
Starting Options 2
Starting Menu 2
Modifying Characters and Parties 3
Party Creation/Training Hall Menu 3
Non-Player Characters (NPCs) 4
Viewing Characters 4
Character Status 5
View Menu 5
Items Menu 5
Display Screens and Points of View 6
Adventuring Options 6
Adventure Menu 6
Encamp Menu 7
Rest Menu 7
Alter Menu 7
Level Menu 7
Magic Menu 8
Memorize Menu 8
Scribe Menu 8
Shop Menu 9
Temple Menu 9
Limbo Menu 10
Storage Menu 10
Sample Encounter Menu 10
Combat Menu 10
Aim Menu 11
After Combat 12
Treasure Menu 12
Take Menu 12
Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product,
POOLS OF DARKNESS, a FORGOTTEN REALMS fantasy role-playing epic. This
game is based on the rules and background created by TSR, Inc. and a
story line created especially for this game.
Your party of adventurers has just arrived in Phlan, the place where
your fame was won so many years ago. In the years since you defeated
Tyranthraxus, the city has grown peaceful and prosperous. The calm is
satisfying, but where is the opportunity for adventure?
Your Game Box Should Contain
Disks Adventurer's Journal
Rule Book Data Card
This Rule Book is designed to explain all your options and guide you
through playing the game. If you are not familiar with the AD&D game
system, you will find helpful information in the Adventurer's Journal.
The Adventurer's Journal contains a variety of information including
details about character classes, magic, combat, and an introduction to
the adventure story. The Journal also includes the maps, information,
rumors, and stories that you will need to play the game. As you play,
you will discover for yourself which of the tales you hear are fact
and which are fiction.
The Data Card explains how to start the game and how to select items
and menu commands with your specific computer. It also shows how to
get right into the game without having to read through the rules.
Transferring Characters from Secret of the Silver Blades
POOLS OF DARKNESS accepts characters who have adventured in SECRET OF
THE SILVER BLADES. There are two ways to get characters from SECRET
into POOLS. The first, and preferred way, is to load a saved game,
then select SECRET on the LOAD FROM command. The second way is to
remove SECRET characters from their party, and add them to a new party
by selecting SECRET from the ADD CHARACTER command.
Before You Play
There is no copy protection on your POOLS OF DARKNESS disks, so please
make backup copies and put the originals away for safekeeping. When
you start the game, you will be asked to answer a verification
question from this Rule Book or the Adventurer's Journal before you
can play. Turn to the page indicated in either this Rule Book or the
Adventurer's Journal, find the indicated word, type it in, and press
[Return] or [Enter]. Remember: Count section headings when looking up
Getting Started Quickly
POOLS OF DARKNESS comes with a ready-made party that allows you to
begin adventuring immediately. Use the instructions on the Data Card
to load the saved game that has been provided and begin playing. Use
the Rule Book to answer any questions during play.
All commands are menu based, and menus are displayed either vertically
Vertical menus indicate a character, item or spell to be acted upon.
If there are more choices than fit on the screen at one time, use the
NEXT and PREV commands to view the additional selections.
Example: When purchasing items, they are highlighted on a vertical
list then purchased with the BUY command.
Horizontal menus list available actions. In this Rule Book, menus are
shown with all of their options, although in some cases, commands will
not be available every time a menu appears.
VIEW TAKE POOL SHARE DETECT EXIT
The commands TAKE and SHARE only appear if there is treasure to take.
The command DETECT only appears if there is treasure and the active
character has a Detect Magic spell available.
The Rule Book only shows the general menus. Special menus appear at
various times to give you all available options.
The concept of the active character is central to the game. Outside
of combat the active character's name is highlighted on the vertical
menu. During combat the active character begins his combat segment
surrounded by a cursor.
If a command affects the whole party, just select the command. If the
command affects a single character, make that character active and
then choose the command.
Example: To look at a character's items: highlight the character, then
select the VIEW then ITEMS commands. However, to have the entire
party camp, simply select the ENCAMP command.
BEGINNING TO PLAY
To begin playing the game, you must load a saved game or generate
characters and band them together into a party.
This first menu gives you the initial options:
CREATE NEW CHARACTER
ADD CHARACTER TO PARTY
LOAD SAVED GAME
INITIALIZE MOUSE/JOYSTICK (Some computer systems)
EXIT TO DOS
CREATE NEW CHARACTER is used to build a character. Detailed
information about characters, races, classes, and so on is available
in the Adventurer's Journal. This command displays the following
menus to define the character.
PICK RACE lists the six races a player-character can be in the
PICK GENDER lists the sex the character can be. Gender affects the
character's maximum strength.
PICK CLASS lists the class or classes the character is qualified for
based on race.
PICK ALIGNMENT lists all the possible alignments for the character
based on character class.
After you select alignment, the computer randomly generates the
character's ability scores. You can "reroll" the scores if you are
not happy with them. Remember that you can use the MODIFY CHARACTER
command on the Party Creation/Training Hall Menu to change the
character's ability scores and hit points after the character has been
NAME CHARACTER provides a 15-letter space to type in the character's
name. This name will automatically be saved to disk.
SELECT COMBAT ICON allows you to design the shape that represents the
character in combat. Customize this icon to represent the character's
favorite weapon, armor and colors. Different computers and graphic
adapters have different capabilities; experiment to create the best
icon for each character. The combat icon may be altered during the
game to reflect new armor or weapons using the ALTER command from the
Encamp Menu. On some computer systems the character will be saved
after the combat icon is finished.
EXIT returns to the Party Creation/Training Hall Menu.
ADD CHARACTER TO PARTY allows you to add characters to the party from
the saved game disk. A party is a group of characters composed of up
to six player characters (called PCs) and up to two non-player
characters (called NPCs). A party should have a balanced mix of
characters with different classes. For more information about
building parties see the Characters and Parties section in the
Adventurer's Journal. There is a WHERE FROM option that allows you to
add characters from either POOLS OF DARKNESS or SECRET OF THE SILVER
LOAD SAVED GAME permits you to resume a game that has been previously
saved. The saved game provided with POOLS OF DARKNESS can also be
loaded. There is a WHERE FROM option that allows you to load saves
from either POOLS OF DARKNESS or SECRET OF THE SILVER BLADES.
INITIALIZE MOUSE/JOYSTICK sets up the joystick or mouse. This command
is on available on some computer systems.
EXIT TO DOS ends play without saving the game.
Modifying Characters and Parties
The Party Creation/Training Hall Menu shows the characters currently
in your party and lists the commands for creating, modifying and
training the party. Not all of the options are available at all
Party Creation/Training Hall Menu
CREATE NEW CHARACTER
TRAIN CHARACTER (Training Hall only)
HUMAN CHANGE CLASS (Training Hall only)
ADD CHARACTER TO PARTY
REMOVE CHARACTER FROM PARTY
LOAD SAVED GAME
SAVE CURRENT GAME
EXIT TO DOS (Some computer systems)
DROP CHARACTER eliminates a character from the party and erases him
from the saved game disk. A dropped character may not be recovered.
MODIFY CHARACTER changes the character s ability scores and hit
points. Use MODIFY CHARACTER to change a character generated in POOLS
OF DARKNESS to match a favorite AD&D game character. A character
cannot be modified once the adventure has begun.
TRAIN CHARACTER (from Training Hall Menu only) increases a character s
level when he has gained enough experience points (EXP). Choose the
character to train and, if he has sufficient EXP, he will be able to
advance one level. If a character has gained enough experience to
advance more than one level, he will advance only one level and then
lose all experience points in excess of one point below that required
for advancement to the next level. See the section on Experience
Points in The Adventurer s Journal for an example.
Advancing in levels takes no game time. When magic-users advance,
they may add a spell to their spell book. See the Maximum Level
Limits by Race, Class and Prime Requisite chart in the Advernturer s
Journal for level limits.
HUMAN CHANGE CLASS (from Training Hall only) allows human characters
to become dual class. Dual class characters lose the advantages of
their first class until they exceed that level in the new class. See
the section on character Classes in the Adventurer s Journal for more
VIEW CHARACTER displays a character s ability scores, readied weapon
and armor, and more. See the Viewing characters section for more
REMOVE CHARACTER FROM PARTY transfers character from the party to the
saved game disk.
SAVE CURRENT GAME stores the current game to the saved game disk or
BEGIN ADVENTURING starts the game.
CHARACTER SUMMARY SCREEN
Non-Player Characters (NPCs)
During the game the party will encounter non-player characters (NPCs).
There are three kinds of NPCs: those who volunteer to join the party,
those who give information, and those who will only fight. NPCs that
join the party are treated like player characters with a few
differences. The computer commands NPCs in battle. They also have
morale. If things are going badly for the party, NPCs may run. Items
can be traded to some NPCs, but they cannot be traded from conscious
NPCs to other characters. If an NPC dies, however, you can use the
TRADE command on the Items Menu to take his items. Only two NPCs at a
time may join the party, and they may take a share of all treasures
The Character Summary Screen is displayed anytime you select the VIEW
command. This screen displays important information about a
character, such as ability scores, current and maximum hit points,
readied weapons and armor, and wealth.
Characters accumulate wealth in the form of gems, jewelry and coins as
they go. The value of gems and jewelry varies, and can only be
determined by having the items appraised in a shop.
Encumbrance is the total weight (in gold pieces) the character is
Combat Movement is how many squares a character can move during a
combat segment. This is based on his readied armor, strength and
OKAY means that the character has positive hit points and can move and
UNCONSCIOUS status means that the character has exactly 0 hit points.
He cannot move or fight, but is in no danger of dying.
DEAD status means that the character has died. Non-elf characters
have a chance of being resurrected with a Raise Dead or Resurrection
spell. The character s chance of being resurrected is influenced by
his constitution. See the Constitution Chart in the Adventurer s
FLED status means that the character has fled from a battle. After
the battle he will rejoin the party.
PETRIFIED status means that the character has been turned to stone.
The character can be returned to normal with a Stone to Flesh spell.
GONE Status means that the character has been totally destroyed.
Nothing can bring the character back to life.
From the View Menu, several options are available to inspect the
active character. Not all of these commands are available at all
ITEMS SPELLS TRADE DROP LAY CURE EXIT
ITEMS displays all the equipment the character is carrying and the
Items Menu. Items preceded by a YES are ready for use. Not all
commands in the Items Menu are always available.
READY USE TRADE DROP HALVE JOIN EXIT
READY changes the status of a weapon, armor or other item. Only
readied items can be used in combat. A character cannot ready more
than two hand-held items at once. Arrows and crossbow bolts are
assumed to be in a quiver and can be readied at all time. Some items
take both hands when readied (bows, quarter staffs, etc.), some take
only one (long swords, wands, etc.) and others take no hands (rings,
USE activates an item. In combat the Aim Menu appears if the item can
be targeted. See the Combat section for details about the Aim Menu.
TRADE from the Items Menu transfers an item from one character to
another. Highlight an item to trade, select TRADE, then select a
character to receive the item. Remember: A conscious NPC will not
give up items.
DROP permanently removes items from a character. Dropped items may
not be recovered.
HALVE divides a bundle of like items into two bundles. For example,
HALVE would turn one bundle of 42 arrows into two bundles of 21 each.
This is handy for dividing items to distribute among party members.
JOIN combines all like items into one group. No more than 255 similar
items can be joined. Some items, such as potions, cannot be joined.
SPELLS is a listing of the spells a character has memorized and can
TRADE from the View Menu transfers coins, gems, and jewelry from one
character to another. Select TRADE, choose what type of money and how
much to trade, then select the receiving character.
DROP permanently removes money from a character. Dropped money cannot
LAY is a healing ability of paladins. Paladins may lay on hands and
heal two hit points per level of damage a day. Select the LAY
command, then select the character to be healed. This command is only
displayed when a paladin has not yet laid on hands in a day.
CURE is another healing ability of paladins--they may perform one Cure
Disease per week for every 5 levels. For example, at 1st to 5th
levels, a paladin may perform one, at 6th to 10th levels two, etc.
This command is only displayed if the paladin has a cure available.
After setting up your party and reading the background information in
the Adventurer s Journal, it is time to head for adventure and glory.
The party will engage in fierce battles, find treasures, and sometimes
have to stop, recuperate and memorize spells for future use.
Display Screens and Points of View
POOLS OF DARKNESS uses four different points of view: 3-D, Area,
Wilderness, and Combat.
3-D appears in areas such as towns or underground. This view appears
in the top left view window to show the surrounding area from the
party s perspective. Rotate the party s facing and move using the
direction controls that are described in your Data Card.
Area provides an overhead view of the party s surroundings, replacing
the 3-D view. Choose the AREA command from the Adventure Menu. This
view is not available in all regions.
A cursor in the area display shows the party s position and facing.
Simply move the party with the direction controls around the area map.
To the right of the point of view window, in either 3-D or Area, are
the map coordinates, current time, facing direction (N, S, W, E), and
what the party is doing (searching, camping, etc.).
Wilderness view displays a map in a large view window with a cursor
indicating the party s current location. You get to this view when
you leave a town or other developed area. Use the direction controls
to move around on the map and go from location to location.
Combat view occurs automatically whenever the party engages in battle.
The combat screen is a detailed view of the area the party was in when
the encounter began.
The following menu controls basic adventuring, moving, encamping, and
MOVE AREA CAST VIEW ENCAMP SEARCH LOOK
MOVE is used to change the party s facing or to move forward. The
party can turn right or left, turn around or move forward. Normal
movement in 3-D or Area mode takes one minute of game time per square.
If the party has Search on, each move takes ten minutes. Refer to the
Data Card for computer-specific movement information. Select EXIT to
return to the Adventure Menu.
AREA toggles between the Area (overhead) and 3-D view. This command
may not be available in some regions.
CAST displays the Cast Menu if the active character is a spellcaster.
See the Magic section for more information. Remember: Some spells
only work in combat, others only while encamped.
VIEW displays the Character Summary Screen and the View Menu.
ENCAMP displays the Encamp Menu. See the Encamp section for a
description of the available commands.
SEARCH toggles searching on and off. With Search Off, the party takes
one minute per move. With Search On, the party takes 10 minutes per
move because they are checking for secret doors, traps, etc. When a
party has Search On, SEARCH is displayed on the screen to the right of
the point of view window. Because the party is moving very slowly
with Search On, the chance for random encounters is greatly increased.
LOOK is used to search an individual square. A LOOK command acts as
if the party moved into the current square with SEARCH On.
The Encamp Menu includes options such as saving the game, resting to
heal and memorize spell, and changing items such as game speed or
SAVE VIEW MAGIC REST ALTER FIX EXIT
SAVE stores the characters and current game to the saved game disk or
directory. Saved games may be loaded either from the Starting Menu
when you start the game or from the Party Creation/Training Hall Menu.
Save often--especially after surviving really tough encounters.
VIEW displays the View Menu and the character screen of the active
MAGIC is a very important part of POOLS OF DARKNESS and is described
under its own heading on page 8.
REST allows characters to memorize spells and to heal naturally. When
spells are being memorized, the initial rest time is established by
the time necessary to memorize and spells selected with the MEMORIZE
command in the Magic Menu. For every 24 uninterrupted hours of rest
in camp, each wounded character regains one hit point. Rest may be
interrupted by encounters. If possible find safe places to take long
rests, such as an inn or places that you are told are safe during the
Characters can automatically rememorize the spells they have used by
simply selecting REST--this saves having to make selections from the
REST DAYS HOURS MINUTES ADD SUBTRACT EXIT
REST begins the resting process. Unless interrupted, the party will
rest for the indicated time.
DAYS/HOURS/MINUTES selects the unit of time to be changed by the ADD
and SUBTRACT commands.
ADD/SUBTRACT increase or decreases the time that the party will
attempt to rest. Decreasing the time may not allow spellcasters to
memorize all of their spells.
ALTER displays the Alter Menu that is used to change the characters in
the party and the parameters of the game:
ORDER DROP SPEED ICON LEVEL EXIT
ORDER changes how the characters are listed on the screen and how they
are deployed in combat. Characters at the top of the list tend to be
at the front in combat.
DROP eliminates a character from the party and erases him from the
saved game disk. A dropped character is gone forever and may not be
SPEED controls the rate at which messages are printed on the screen.
If the game is running too slowly, use the FASTER command to speed up
ICON is used to change a character s combat icon.
LEVEL displays the Level Menu that permits you to adjust combat
NOVICE SQUIRE VETERAN ADEPT CHAMPION
The game is preset at the Veteran level. This is the level at which
we consider the game to be balanced . To make the combat encounters
easier, choose either the Novice (Easiest) or Squire level. To make
the combat more difficult, choose either the Adept or Champion
When you choose to make the game more difficult, you are rewarded by
receiving more experience points from your combat encounters. When
you choose to make the game easier, you are penalized by receiving
fewer experience points from your combat encounters.
FIX is used to heal many wounded characters with a single command.
All characters with at least first level clerical spells will memorize
as many healing spells as they can, cast them on the party, and then
rememorize their previous spells automatically. FIX takes game time
and may be interrupted by an encounter. If the party is severely
damaged, you may need to select FIX twice or more.
EXIT returns to the Adventuring Menu.
To get the Magic Menu options, the active character must be able to
cast spells. Spellcasters can get a list of their memorized spells
from the CAST command of the Magic Menu or from the SPELLS command of
the view Menu. Magic-users can get a list of their spells on scrolls
from the SCRIBE command in the Magic Menu.
Spells are defined by who can cast them (cleric or magic-user), when
they can be cast, and their range, duration, area of effect and, of
course, their actual effect. The Spell Parameters List in the
Adventurer s Journal summarizes all of the available spells. When
using spells from the Encamp Menu or the Adventure Menu (such as Find
Traps or Haste), remember that one round equals one minute of game
time (one normal move) and one turn equals ten minutes of game time
(ten normal moves). Look in the Adventurer s Journal for more
information on spells and magic.
CAST MEMORIZE SCRIBE DISPLAY REST EXIT
CAST displays the Cast Menu and the character s list of memorized
spells. Select the spell to cast and then indicate the target of the
spell. Once a spell is cast, it is gone from memory until it is
memorized again. Some spells only have an effect when cast during
combat and others may only be cast while encamped.
MEMORIZE displays the Memorize Menu, the character s spell book or
clerical spell list, and how many spells of each level the spellcaster
may memorize. Once all characters have selected the spells they want
to memorize, choose the REST command to actually memorize the spells.
Remember that spellcasters can have the same spell memorized multiple
times, and they can automatically rememorize used spells simply by
selecting the REST command.
MEMORIZE NEXT PREV EXIT
MEMORIZE selects a spell to be memorized. A spell is not actually
memorized until it has been chosen from the Memorize Menu and the
character has rested long enough to imprint the spell on his mind.
After selecting the spells to memorize, the computer will verify your
NEXT/PREV cycles through the available spells if they do not fit on one screen.
SCRIBE displays the Scribe Menu and a list of all of the spells on
magic-user scrolls. Before spells can be scribed, they must either be
identified at a shop or the magic-user must cast Read Magic. To
scribe, select any spells to be scribed into the character s spell
book and select REST to actually scribe the spells. Scribing a spell
takes the same amount of time as memorizing the same spell.
SCRIBE NEXT PREV EXIT
SCRIBE selects a spell to transfer from a magic-user scroll into a spell book.
NEXT/PREV cycles through the available spells if they do not fit on one screen.
DISPLAY lists the magic that currently affects the party. This
includes spells like Bless or Invisibility, plus effects like
diseases. This is an important command because diseased characters
cannot regain hit points until they have a Cure Disease spell cast on
REST is identical to the Encamp Menu command. Remember: A character s
spells are not memorized until he has rested the necessary time.
Towns provide many valuable services and supplies for the adventurer.
In these places you will find inns, shops, training halls, temples,
and taverns. Go to town not only to adventure, but also to purchase
new equipment and magic items, and to rest and regain spells and hit
Inns are safe resting places where party members can recuperate and
regain spells and hit points.
Shops are places to buy and sell equipment using the Shop Menu.
BUY ITEM VIEW TAKE POOL SHARE APPRAISE EXIT
BUY displays the items available in the shop. Highlight the items
that the active character will buy and select BUY.
ITEM is a shortcut that is identical to selecting VIEW and then ITEM.
VIEW displays the character screen with the SELL and ID commands
available in the Items Menu.
SELL causes the shopkeeper to make an offer on the highlighted item.
Sold items may not be recovered.
ID is used to identify an item. The shop charges 100 platinum pieces
for the service.
TAKE is used to pick up coins from the party s money pool. Select
TAKE and choose the type and amount of coins, gems or jewelry to take.
POOL places all of the party members coins, gems and jewelry into a
pool which any member may use to make purchases. Use the TAKE or
SHARE commands to pick up coins, gems and jewelry from the money pool.
SHARE picks up all the coins, gems and jewelry from the pool and
distributes even shares among the party.
APPRAISE determines the monetary value of any gems or jewelry the
character has. Select Appraise, then choose a gem or item of jewelry,
and an appraisal and purchase offer will be made. Accept the offer
and the item is sold. Reject the offer and the gem or piece of
jewelry becomes an item on the character s item list. Gems and
jewelry cannot be used directly for purchases, they must be appraised
and sold first.
Temples offer healing spells and perform other clerical services.
Temple services are free.
HEAL VIEW REPAIR EXIT
HEAL displays a list of the temple s healing spells. Select HEAL,
choose the character on whom to cast the spell, and then the spell to
VIEW is identical to the Adventure Menu command.
REPAIR has the clerics cast all of the healing and restorative spells
needed to return your party to full strength and health.
EXIT returns you to the street outside the temple.
Taverns are rowdy places full of gossip, stories and information. Buy
a round of drinks and listen to the stories.
Limbo is an ever shifting dimension without fixed points of reference.
The POOLS OF DARKNESS traverse this region, although only beings of
great power can navigate the unstable sea. Elminster will guide
you -- he is one of the few who can travel in this dimension without
disorientation. A menu with the following options is available when
you enter Limbo:
REPAIR TRAIN STORAGE ENCAMP MOVE ON
REPAIR is identical to the Temple Menu command.
TRAIN takes you to a training hall.
STORAGE requests Elminster to store items and money for you. This
service is very important--most magical items cannot stand the trip
into other dimensions, and may be destroyed utterly if not stored
before traveling. The following menu appears when you select this
VIEW TAKE POOL MONEY ITEMS EXIT
VIEW is identical to the Adventure Menu command except that in the
Items Menu, DROP is replaced by DEPOSIT, which places items in
storage. To store, select ITEMS, highlight an item, then select
TAKE allows you to retrieve items and money from storage. Select
TAKE, then select what to retrieve.
POOL places all of the party members coins, gems and jewelry into
MONEY is used to deposit money in storage.
ITEMS takes you directly to the Items Menu of the active character
where you can store items.
EXIT returns you to the Limbo Menu.
MOVE ON displays a list of the places that Elminster can transport you
When a party comes across monsters or NPCs, an encounter occurs. If
the party attacks immediately, it may receive a bonus to combat
initiative. If the monsters surprise the party, the monsters can
attack immediately and get a bonus to their combat initiative. If the
monsters do not attack immediately, the party can react by choosing
from an Encounter Menu. Encounter menus vary, listing options for
Sample Encounter Menu
COMBAT WAIT FLEE ADVANCE
In this sample menu you have opportunities to fight immediately, wait
and see, run away, or move forward.
In combat the computer chooses the active character. Characters with
higher dexterity tend to go before characters with lower dexterity. A
character may hold his action until later with the DELAY command.
There is a more detailed description of combat in the Adventurer s
The active character is centered on the screen at the start of his
combat segment. The active character s name, hit points, AC, and
current weapon are displayed. The Combat Menu lists the character s
MOVE AIM USE CAST TURN GUARD QUICK
DELAY BANDAGE VIEW SPEED END
MOVE allows a character to move. You can attack by moving the
character into an enemy s square. If the character moves away from
and adjacent enemy, the enemy will attack from behind.
AIM allows weapons or spells to be targeted. When aiming a ranged
weapon, the range to the target is displayed above the menu bar. If a
character moves adjacent to an enemy, and has no more movement
remaining the AIM command can be used to attack with a melee weapon
(sword, mace, etc.). The AIM command can also be used to survey the
condition of your party and enemies. As you move the aim cursor over
a character or monster, information about him is displayed on the
right of your screen--use this to survey the battlefield.
NEXT PREV MANUAL TARGET CENTER EXIT
NEXT is used to look at all possible targets, starting with the
closest target and then going on to the next farthest and so on. NEXT
and PREV only indicate targets in the character s line of sight.
PREV (Previous) is the opposite of the NEXT command. Use this command
to look at the possible targets starting with the farthest target and
working back toward the character. This command is most often used to
select a target for a missile or magic attack.
MANUAL permits the player to aim anywhere on the map. However, only
targets in the character s line of sight can actually be fired at.
TARGET is used to fire a missile or spell at the enemy where the
cursor is currently located. This command can also be used to attack
an adjacent enemy with a melee weapon (sword, mace, etc.). If this
command is not displayed, the target is out of range, not in line of
sight, or invisible.
CENTER centers the screen around the cursor. This is helpful when
EXIT returns to the Combat Menu
USE allows a character to activate an item without having to go
through the View Menu. Items such as scrolls and wands are then
targeted with the Aim Menu.
CAST is only available to spellcasters when they have spells
available. The spellcaster selects from the list of available spells
and then targets with the Aim Menu. If the character has been hit
recently, his concentration may be broken and the CAST command will
TURN is a clerical power that attempts to destroy undead monsters or
drive them away from the party. This will not affect the more
powerful undead types or any other kind of monster.
GUARD sets a character to stand and attack the first enemy that moves
adjacent. GUARD is only an option if a character is armed with a
QUICK turns control of the character over to the computer. Under
computer control, a fighting character with a readied missile weapon
will tend to hang back and attack from a distance. If a character has
no readied missile weapon, he will ready a melee weapon and charge.
Single class magic-users will fire missile weapons and cast spells if
magic is turned on (see your Data Card for details). They will never
rush into close combat, even if all of their missile attacks are
Consult your Data Card for instructions on regaining manual control
and toggling magic on and off for your computer.
DELAY causes the character to hold his turn until after the other
characters and monsters have acted.
BANDAGE gives first aid to a party member who is bleeding to death.
BANDAGE stops the bleeding and keeps the character from losing more
VIEW displays the character screen and view Menu. The USE command
appears on the Items Menu to permit items such as wands to be used in
SPEED changes the game speed and is described under the ALTER command
in the Encamp Menu.
END quits a characters turn.
When combat is over you will see how many experience points each
character receives and then the Treasure Menu is displayed. Most of
the Treasure Menu commands work like the commands in the Shop Menu.
VIEW TAKE POOL SHARE DETECT EXIT
VIEW displays the character screen and View Menu.
TAKE permits the active character to pick up treasure from defeated
monsters. This only appears if the monsters had a treasure or the
party has pooled its funds. A character carrying a large number of
coins and heavy equipment may be slowed in combat.
ITEMS MONEY EXIT
ITEMS lists the equipment in the treasure. Frequently, the weapons
and armor used by monsters are not listed because they are poor
quality and not worth taking.
MONEY displays the number and type of coins, gems and jewelry in the
treasure. Indicate the type then number of items the active character
POOL places all of the party members coins into the treasure. Use the
TAKE or SHARE commands to pick up coins from the treasure.
SHARE picks up the money treasure, divides it into shares, and
distributes it among the party.
DETECT has the active character cast a Detect Magic spell. Magic
items in the treasure or party will be marked with an * . This
command only appears if the active character has a Detect Magic spell
EXIT leaves the scene of the battle. If any treasure remains, the
option to return to the Treasure Menu is displayed.