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Forgotten Realms: Unlimited Adventures manual

Advanced Dungeons & Dragons  Unlimited Adventures
Designer's Guide Supplement
A Technical Manual for Adventure Design

by Scott D. Gries and MicroMagic Inc.

Copyright 1993 Strategic Simulations, Inc. All Rights Reserved.
Unlimited Adventures is Copyright 1993 Strategic Simulations, Inc.


AUTHOR'S NOTES

GENERAL NOTES AND ERRATA
This Supplement is meant as an addition to the documentation which
comes with Unlimited Adventures, not a replacement for it.  Many basic
features, as well as tutorials, are included in the original
Designer's Guide and are not discussed here.

There are several pre-drawn dungeon maps included in the Heirs to
Skull Crag adventure.  Look at the end of the module list for
additional maps not used in the adventure.  These modules all have
names beginning with an asterisk (*).

On the IBM version, display access will not always display correctly.

Some sprites and pictures are permanently associated with a monster,
and share that monster's name.  Such images can only be renamed in the
monster editor, not in the art gallery.  The sprite "BLACK PUDDING"
cannot be renamed in the second tutorial of the chapter entitled
"Customizing Art".  Simply press LEAVE and select "PICTURES", the try
renaming a picture such as "BIT O' MOANDER".

Throughout this supplement, references are made to which artwork can
be chosen for various options.  In all cases, COMBAT ICONS are not
available for these choices.  Combat icons only appear during actual
combat, and cannot be displayed at any other time.

NOTATION
All text which appears in UA is shown in capital letters.  Buttons
which lead to choices are surrounded by square brackets.  For short
lists of options or ranges of values, all options are shown within the
same square brackets.  Different choices are separated by slashes. 
Examples:

STARTING EQUIPMENT [AVERAGE]
DISTANCE [UP CLOSE/NEARBY/FAR AWAY]

Options with an On/Off button are designated with asterisks. Example:

* DO EVENT ONLY ONCE
* EXECUTE EVENT AT DESTINATION

Where a numerical range is possible, the range is given between square
brackets. Example:

HEIGHT/WIDTH [11 TO 50]


CREATE NEW DESIGN (GAME SETTINGS)

The Create New Design and Game Settings options are virtually
identical.  All options within are the same.  The main difference is
that the first option will let you create a brand new design, while
the second only lets you edit the primary characteristics of an
existing design.

PAGE 1
ADVENTURE DESIGN NAME
Type the full name as the PLAYER will see it. If you are creating a
new design (as opposed to just editing Game Settings), UA will
automatically make a directory name which fits (if a similar name
exists, it alters enough letters to make it unique).

THE ADVENTURE BEGINS IN [Dungeon 01] AT ENTRY POINT [1 to 8].
Select one of 36 dungeons or 4 overland areas in which to start. A
starting entry point (as opposed to a coordinate location) must be
designated.

EACH PARTY MEMBER STARTS WITH
[0 to 30 million] EXPERIENCE POINTS
STARTING EQUIPMENT [none to +4]
PLATINUM [0 to 5000]
Gems [0 to 5000]
Jewelry [0 to 5000]

Experience points determine the starting level of each new character
(multi-class characters have their experience divided by the number of
classes before figuring out the starting level). Platinum, Gems, and
Jewelry determine starting wealth. The equipment that a party starts
with is determined by the option selected.  The possible options for
Starting Equipment are None, Poor, Modest, Average, Prosperous, and +1
through +4.  Note that no magic items at ALL are given (even to magic
users/clerics) until the +1 Equipment level.  For a complete list of
the items each character class receives at each setting, see Appendix
A.
Protection Password
This will cause your adventure to become LOCKED.  Once this is done,
the only way someone (including you) can modify (select any of the
right hand buttons) the game is by entering the same password. For
convenience, a designer should avoid using this feature until the
adventure is completed.

PAGE 2
Keys in Special Inventory
These are item names for special keys used to in getting through
various locked doors (or opening special chests, etc.) in the game.
They never actually exist as items in a character's ITEM inventory,
but are listed in the party inventory (shown by selecting INV at the
main menu in the game). They don't even necessarily have to be called
"keys" - that's just a convenient reference.

PAGE 3
Other Special Inventory Items
Similar to the keys above, but in a more generic manner. These are
"Quest" items which can be checked for in various EVENTS. As with the
keys, the actual names are up to you (samples are shown as defaults).


ART GALLERY

Unlimited Adventures comes with a substantial library of artwork,
including some animation, for use in adventures.  To enhance this
aspect of the game and allow designers to truly customize their
adventures, new artwork can be imported to replaced unused pictures. 
UA specifically supports art drawn in Electronic Arts' DeluxePaint IIª
and ZSoft's PC Paintbrushª.  Artwork from other programs may work as
well.

DRAWING ART FOR IMPORT
On the IBM-PC, all art must be drawn in 256 color mode.  Many programs
default to a 16 color mode.  Make sure your paint program is in a 256
color mode.

Palette cycling can only be specified in DeluxePaint II.  All color
cycles you set up in the paint program will be used.  Cycling only
works on PICs and BIGPICs.

To be able to import color art on the Macintosh version, you must set
the amount of memory for the program to 2000.  Use the Get Info
command in the Finder to set this number.  Macintosh color art can be
drawn in any program that will save a picture as a PICT file.  For
PICs and CPICs, any color close to the transparent color in shade will
become transparent.  Macintosh Mono art can be drawn in any program
that will save as a MacPaint file.

Imported art will not transfer correctly between the IBM-PC version
and the Mac version.  The remainder of a design and all saved
characters and games are transferable.

There are nine types of art which can appear in UA.  Each has a
predetermined number of slots in the Art Gallery.  Most of the images
can be replaced by Importing, but the total number of slots can never
be changed.

PICTURE (155 slots) - Usually shown as NPC pictures, Towns, Towers,
and similar small graphic images.

SPRITE (38 slots) - These are usually a collection of three monster
images.  When displayed in the game (especially in an encounter with
Auto Approach turned on), the monsters appear to be charging the
party.

COMBAT ICON (127 slots) - These icons appear during combat sequences
and represent monsters and NPCs.  There are always two icons in a set
- the monster at "Ready" and the monster taking "Action."

BIG PICTURE (8 slots) - The showpieces of the Art Gallery, these
images take up the upper half of the screen.

OVERLAND MAP (5 slots) - All travel outside of dungeons takes place on
one of these maps, which also takes up the top half of the screen.

DUNGEON (5 slots) - These are the wall styles shown in non-outdoor
combat.

WILDERNESS (4 slots) - These styles determine the combat surroundings
in outdoor combat.

WALL SET (16 slots) - Each wall set contains up to 5 images for use in
dungeon modules.  Up to three wall sets can be used in any single
module.

BACKDROP (19 slots) - Backdrops are used in dungeon modules as the
floor and "ceiling" against the wall sets in the 3-D view.

Note that the Dungeon, Wilderness, Wall Set, and Backdrop graphics
cannot be changed.  The Import option is removed when viewing these
pictures.


ART TEMPLATES
UA includes several templates, in both PCX and LBM format, for use in
importing artwork.  The templates, or copies of them, must be used for
the new artwork -- UA uses portions of the templates to determine the
size and shape of the imported art.  Note that the PCX template for
COMBAT ICONs which come with version 1.0 is bad.  The LBM template can
be converted using any program which performs a LBM->PCX conversion. 
Additionally, a correct PCX template can be downloaded from the
Unlimited Adventures area on America Online (keyword: UA).

The templates included are (in both LBM and PCX format -- see note
above):
DRAWBPIC - For Big Picture artwork
DRAWCPIC - For Combat Icon artwork
DRAWPIC - For Picture artwork
DRAWSPRITE - For Sprite artwork

Two sample templates, TOWN.LBM and TOWN.PCX, are also included for use
in the Designer's Guide tutorial.

MONSTER EDITOR

As mentioned in the Designers book, there are exactly 127 available
slots for Monsters and ALL slots are currently filled. To create a new
monster or NPC, you will need to edit an existing slot.  Those wishing
to share their monster designs can find altered monsters in the
appropriate DSN directory labeled MONST###.DAT. While you cannot
directly (from DOS) copy monsters from one design to another (you can
- but it doesn't change the monster name within the design), you could
put together an "adventure" which exists purely as a holder for edited
monsters (no Module designs) and upload a zipped version of that
directory for other designers to copy.

COPY
Prompts you to select another design. Once there, you get a list of
all monsters in that design.  When you COPY a monster, it copies over
ALL the data for that monster EXCEPT for the battle icon (and any
other images associated - see ART GALLERY for a discussion on changing
images), including the name. As with edited or renamed monsters,
selecting DEFAULT returns it to the normal state.

RENAME
Renames the highlighted monster.

EDIT
There are three types of monsters you can edit. Regular (most of
them), "Complex" (called "big" monsters in the Designer's Guide -
those with a "*" to the left of their name), and NPCs (which have a #
in their name). Regular and Complex monsters will be discussed
together, since there are few differences. NPCs will be discussed
separately.

EDITING REGULAR AND COMPLEX MONSTERS
PAGE 1
Name
Acts just like the RENAME command to change the name of the selected
monster.

RACE
Either a player race or "monster." The race has little effect on the
functioning of a monster, as the racial characteristics of the player
races are embodied in various monster effects and monsters are not
subject to race/class level limitations.  Note that monsters of race
"monster" are not vulnerable to "Hold Person" and "Charm Person"
spells.

GENDER
Male or Female. No functional effect. (There are no spells or effects
which affect only one gender or the other.)

ALIGNMENT
One of the 9 game alignments. This will not affect whether a monster
is an ENEMY or not, but gives immunity or vulnerability to certain
spells and effects in the game. (Protection vs. Good/Evil, etc.)

CLASS
One of 15 selections. This primarily affects the monster's saving
throw tables and some other resistances, as appropriate. (It is NOT
used to calculate THAC0; that must be manually set later.) The player
is unaware of what the class is, so impossible combinations in AD&D
(e.g., Gnome Paladin) are possible here. Note: monsters of class MAGE
will not move during combat.

HIT POINTS [1 to 255]

AGE [1 to 1200]
The only material effect of age is that "haste" spells or Potions of
Speed may cause monsters to die of old age.

MAGIC RESISTANCE [0 to 100]
Number indicates percent.  Magic Resistance is determined BEFORE
saving throws. If a monster makes its Magic Resistance roll, it
suffers no effects at ALL from a specific spell. If it fails, then
regular saving throws are applied.  Magic Resistance is specified for
spells cast by an 11th level character; each level the caster is
higher or lower than 11th modifies the magic resistance by 5%.

LEVEL [0 to 40]
Non-editable. This is the highest class level from Page 2. Included
here for reference only.

Stats
All stats range from 3-30 (18 is the normal human maximum). The
percentage (0 to 100) behind the Strength statistic only applies if
the strength is exactly 18. Stats higher than 18 can produce enhanced
effects (more spells, lower AC, etc.) based on the stat so raised.

PAGE 2
LEVEL [0 to 40]
This affects things like the number and type of spells possible to
memorize.  Note that you can put visual contradictions here. For
example, you may have a monster defined as a "Thief" on the previous
page, but give it some level of ability as a Mage and/or Cleric which
gives it some spell-casting ability (perhaps for a new race of
creatures which are not literally mages, but can all cast Shocking
Grasp several times a day).

Misc Options
The party gets [0 to 65000] experience when monster is killed.
This is PER creature involved, so be sure to avoid unbalancing the
game this way.

UNDEAD TYPE [NOT UNDEAD through SPECIAL]
This does not change the monster's literal abilities, but anything
except "Not Undead" may allow a Cleric or Paladin to TURN the monster,
causing it to flee or be destroyed. ("Special" undead are a class
almost impossible to TURN, even under normal circumstances.)

PAGE 3
ATTRIBUTE OPTIONS
Multiple, even contradictory (e.g., Mammal and Snake) options may be
selected.

Form
* MAMMAL
Indicates whether the monster is vulnerable to the second level Druid
Spell "Charm Person or Mammal."

* ANIMAL
Determines whether the monster is susceptible to the first level Druid
spell "Invisibility to Animals."

* SNAKE
Determines whether the monster is vulnerable to the second level
Clerical spell "Snake Charm."

* TRUE GIANT
Indicates whether the monster takes extra damage from a Long Sword vs
Giants.

* LARGE EVEN IF ICON 1 BY 1
Monster receives weapon damage based on the "Large" column on the
damage table.  All monsters with wide, tall, or big icons are
automatically considered larger than man-sized.

Penalties

* DWARF AC
Indicates that creatures with the effect "Dwarf AC bonus" (e.g.
dwarves) get an AC bonus of +4 when attacked by the monster.

* GNOME AC
Indicates that creatures with the effect "Gnome AC bonus" (e.g.
gnomes) get an AC bonus of +4 when attacked by the monster.

* DWARF THAC0
Indicates that creatures with the effect "Dwarf THAC0 +1" (e.g.
dwarves) get a THAC0 bonus of +1 when attacking the monster.

* GNOME THAC0
Indicates that creatures with the effect "Gnome THAC0 +1" (e.g.
gnomes) get a THAC0 bonus of +1 when attacking the monster.

* RANGER DAMAGE
Indicates that creatures with the effect "Ranger Gnt Bonus" (e.g.
rangers) get a damage bonus equal to their ranger levels whenever they
hit the monster.

IMMUNE TO

* POISON
Indicates that the monster is immune to poison, including "stinking
cloud".

* DEATH
Indicates that the monster is immune to all death magic, including
"Cloudkill."

* CONFUSION
Indicates that confusion wands, spells, and gazes have no effect on
the monster.

* VORPAL SWORDS
Indicates that the monster cannot be decapitated by a vorpal blade.

MISC OPTIONS

* MAY BE HELD OR CHARMED
Indicates that the monster is vulnerable to charm or hold spells. 
Note that the monster is also invulnerable to "Hold Person" spells if
it is of race "monster"; only humans and similar races are susceptible
to "Hold Person."

* AFFECTED BY DISPEL EVIL
Indicates that the monster is summoned from another plane of existence
and may be affected by the fifth level clerical spell "Dispel Evil".

PAGE 4
MONSTER ATTACKS
ATTACK TYPE 1
[0 to 50] BLOWS EVERY 2 ROUNDS
OF [0 to 50] [1 to 99] SIDED DICE + [0 to 99]
For example, "5 10 sided dice + 6" will cause a damage computation as
if a 10-sided die was rolled five times, summed up, and then 6 points
added to the final total. Note that this allows for a maximum damage
PER ATTACK of 5049 points of damage! Use with care - remember the
maximum player HP is also 255.

An odd number of blows causes a blow to be skipped (or added) every
second round. E.g., 3 Blows per 2 rounds causes 1 blow the first
round, 2 the second, 1 the third, etc.

ATTACK TYPE 2
This is structured just like Attack Type 1.  This is meant to be the
monster's secondary attack.  For example, a lion might have Attack
Type 1 set as 4 blows per 2 rounds (indicating 2 claw attacks each
single round) and Attack Type 2 set as 2 blows per 2 rounds
(indicating one bite attack each round).

MORE COMBAT OPTIONS
BASE THAC0 [-50 to 50] PLUS STR BONUS
This is the minimum die roll needed to hit a target with Armor Class
0. The lower the better. Modifications are made for each attack based
on Strength, and numerous combat circumstances (hit from behind, Held,
actual AC, etc.) to decide the final chance to hit.

BASE AC [-20 to 20] PLUS DEX BONUS
The lower the AC, the harder this monster will be to hit. "10" is the
normal "worst" armor class - comparable to a human wearing street
clothes (no protection at all).


BASE MOVEMENT [0 to 60 (0 to 12 in v1.0)]
Zero makes a monster stationary. It will not be able to move at all in
combat.

PAGE 5
THE MONSTER HAS
PLATINUM [0 to 65000]
GEMS [0 to 65000]
JEWELRY [0 to 65000]

ITEM/REG Note - COMPLEX monsters have 6 total slots of each, compared
to only 3 slots of each for regular monsters.

ITEM
These are the items which each monster will have available to it for
combat. Selections of armor, weapons, and usable miscellaneous magic
items (Dart of Hornets Nest, wands, etc.) will be used appropriately
in combat (a +2 Sword will be used for attacks, armor will lower AC).
It is possible to give a monster an extra item (e.g., a second sword,
or a potion) in one of these slots to give a standard "treasure" bonus
for this monster class (avoiding the need for a COMBAT TREASURE
event).

REG
For most items, this has no effect.  For items with charges (e.g.,
wands) or a quantity (e.g., arrows) associated with them this button
can alter the default amount. "REG" (Regular) means to use the default
amount (so 10 Arrows will really be 10 arrows). Selecting a number
forces the quantity or charges to that amount. All wands have 20
charges as a default value.

PAGE 6
EFFECT
Complex monsters can have up to 10 effects. Regular monsters only get
5.  Individual effects areas are discussed broadly below.  An itemized
list of each type of effect can be found in Appendix B.

SPELLS
Affects monster exactly as if the named Clerical or Mage spell had
been cast immediately before combat started.  However, these effects
do not wear off over time and cannot be dispelled with "Dispel Magic."

ITEMS
These effects are automatically placed when the generating items are
readied by a character; use the effects only when they are inherent in
a monster (such as "Cloak Displace" for a displacer beast).

PLAY CHARS
These effects are attributes of various player character races and
classes.  They must be explicitly given to monsters of those races or
classes.

DEFENSE BONUSES
The effects can make monsters more difficult, or even impossible, to
attack by various means, as well as adding other protective
capabilities.

ATTACKS
Some attacks are contingent upon attack #1 hitting or attack #2
hitting.  Other attacks are conducted independently of normal melee
attacks.

HAZARDS
These effects introduce special vulnerabilities to the monsters.


MEMORIZED [0 to 140]
The number of spells currently memorized by this monster.  The monster
must be at least Level 1 in Magic-User (for Mage spells), Cleric (for
Cleric Spells), Paladin (for Cleric Spells), and/or Ranger (for Mage
and Druid spells) to receive certain spells. Class level does NOT
affect the number of spells or spell-levels permitted to be memorized.
(E.g, a 1st-level mage can learn 9th-level spells, for example).
However, be aware that most spells have durations, ranges, and effects
based on the ACTUAL level of the spell-caster - so low-level mages
casting high-level spells are either wasting their time (a 1 die
"Fireball" is good for toasting marshmallows, and not much else) or
endangering their lives (a 1st level mage cannot cast "Cloudkill" far
enough away to exclude his breathing space).


EDITING NPCS
If you select to edit an NPC (a monster with a "#" in front of its
name), you are immediately asked:
RE-CREATE NPC?  [YES/NO]

Selecting NO (i.e., edit the CURRENT NPC - do not create a new one)
takes you through the following two pages:

PAGE 1
The ONLY thing a designer can change on this page is the name of the
NPC (the only light-grey field). Other fields on this page are
identical to those of regular monsters, although they are not editable
at this time (only when creating a new NPC).

PAGE 2
PLATINUM, GEMS, and JEWELRY are editable as with regular monsters.

ITEMS are also treated the same way except that an NPC can start with
up to 8 total items (compared to 3 for a regular monster and 6 for a
complex monster).

SPELLS MEMORIZED [0 to 140]
This option works the same way as spells for regular monsters.

Selecting YES on the Edit Monster screen indicates that you wish to
create an entirely new NPC.  (Note that a bug in version 1.0 creates
NPCs with a very low morale.  The effect of this bug is that NPCs will
almost always immediately flee or surrender in combat unless
controlled by a high-level player character.)  You are now asked a
number of questions:

EXPERIENCE[0 to 99999999]
This will determine the NPC's level (if multiclass, experience is
divided by the number of classes before levels are determined). Press
ENTER when ready.

PICK RACE/ALIGNMENT/GENDER/CLASS
Same restrictions as if you were creating a regular character.  Select
DONE when finished on this screen.

REROLL STATS
Determines the NPC's statistics.  MODIFY is permitted here (didn't
work in 1.0).  Select DONE when you are satisfied with the NPC's stats
or EXIT to stop creating a new PC (goes to Page 1 of the "Edit Current
NPC" series of pages).

CHARACTER NAME
15 characters permitted, just like regular characters.  The name must
start with a letter, but numbers can be used elsewhere in it.

TRY TO CHANGE CLASS
This option only appears if NPC is a Human.  This, if successful, will
create a Dual-Classed NPC.  Normal Dual-Class restrictions apply.
PICK NEW CLASS
Only appears if NPC is Human, YES is chosen for the previous question,
and the NPC meets AD&D's dual-classed human requirements with his or
her statistics.  A list of eligible classes will appear.

EXPERIENCE [0 to 99999999]
If a new class is selected above, the experience earned in that second
class is required. Note that a dual-classed human does not regain the
abilities of the original class unless he or she surpasses the old
class level in the new class, so be sure to assign the original class
experience low enough that the NPC will be at least one level higher
in the new class.

PAGES 1 and 2 follow, and are identical in function and appearance to
the pages which appear if you are only editing an existing NPC.


EDIT MODULES

The options described below are all covered in varying degrees of
detail in the original Designer's Guide.  Extra detail has been added
where it seems useful.

FILE MENU

OPEN
Opens a new module (overland or dungeon). If you have not saved your
current module, you will be prompted to:
SAVE (and open the new module)
DON'T SAVE (and open the new module anyway)
CANCEL (return to the current module).

SAVE
Saves all changes in the current module to disk, and returns to the
edit screen.

WRITE TO
Save the data from this module under one of the other module names
(effectively duplicating the module).

COPY FROM
Copy data from another module into the current module (effectively
duplicating the other module).

REVERT TO SAVED
Ignore all changes and reload this module from disk.

GLOBAL INFO
Information changed in here applies to all locations in the current
module.

PAGE 1

ADVENTURE MODULE NAME
For the designer's purpose only. Players do not see this name.

HEIGHT/WIDTH [11 to 50]
(Dungeon modules only) The total area (Height times Width) must be 576
or less.

* ALLOW AREA VIEW?
(Dungeon modules only) Selecting this option will allow players to see
a basic overhead map of the module they are currently traversing.

SUMMONED MONSTER [goblin]
Determines which monster appears to fight for the party if a mage
casts the 9th level spell "Monster Summoning."

ZONE NAMES [zone 1 through zone 8]
Again, only for the designer's viewing. See the Designer's Guide for
the use of Zones.  Naming them here permits the designer to be able to
better discern different needs and areas within the modules.

PAGE 2
(The next two options exist for OVERLAND modules only.)

PICK MAP ART
Choose one of the five maps available.  (Note that you can import new
maps.  See ART GALLERY section for a discussion on importing graphics.
Importing a new map will replace one of the current maps.)

PICK OUTDOOR COMBAT ART FOR EACH ZONE
One function of Zoning is to allow combat graphics to be altered
universally. These selections will choose what art is used during
combat for locations marked as "Outside."


(The next three options are for DUNGEON modules only.)

PICK WALL ART SETS
Selects up to three wall sets (maximum 15 different walls) .  These
are the pictures seen in the 3-D view by the players.

PICK FLOOR AND CEILING ART
Select up to four different backdrops.  These are seen in the 3-D view
against the wall art selected above.

PICK COMBAT ART (Indoor/Outdoor)
This selects the combat background used (based on whether the current
zone is Indoors or Outdoors).

PAGES 3 through 6

ZONE MESSAGES 1 through 8
These are the messages a player will get when attempting to cross into
either of these zones from any other zone in the module.  (A blank
text field indicates no indication is given that the player has
changed zones.)

PAGE 7

DEFINE STEP EVENTS 1-3
A total of 8 different step events can be defined each module.  A step
event is, literally, an event which takes place each time the player
has taken a specified number of STEPS in that particular zone. Steps
are cumulative - if you take 8 steps in Zone 1 and leave for Zone 2,
when you return to Zone 1 you continue with step 9.  Definition of
each step event is the same - you can choose up to 8 different zones
(and combination) in which that event will occur.  You then choose the
number of steps until the event is triggered (range - 1 to 50000). 
You then choose the event type (discussed later).  Note that even
though only 8 Step Events themselves can be defined, by chaining
events you can produce far more than 8 ACTUAL events related to player
steps.

PAGE 8

DEFINE STEP EVENTS 4-6
As above.

PAGE 9

DEFINE STEP EVENTS 7-8
As above.

MORE MAP OPTIONS

UNDEAD ARE MORE DIFFICULT TO TURN BY [0 to 250]
The higher the number, the more difficult clerics will find it to turn
undead in this module (above 20 is practically impossible for any
level cleric).

CAMP PICTURE [camp 2]
This is the picture shown when the party has ENCAMPED.  You can
actually choose nearly any artwork (except the large pictures),
although there are three CAMP pictures specifically available.

TREASURE PICTURE [treasure 3]
As Camp Picture, but this artwork is shown after a successful combat
encounter when treasure is available.  Two standard Treasure pictures
are available.

PAGES 10 and 11

DEFINE REST EVENTS FOR ZONES 1-8
For each zone, a different event can be defined to occur if the party
attempts to rest.  The options are:
IN ZONE 1 A [choose event] EVENT HAS A [0 to 100] % CHANCE OF
OCCURRING EVERY [1 to 250] MINUTES.
Note that a bug exists in IBM version 1.0 which causes the event to
occur 100% of the time after the first time period expires.  For
example, if the event is set to happen 50% of the time every 100
minutes, then the first 100 minutes a party rests the event actually
only has a 50% chance of happening.  However, on the 101st minute of
the rest period, the chance of the event happening becomes 100%.

* CAN'T REST
Select this to refuse the party any chance of resting in this zone. 
(The REST and FIX options are removed from the ENCAMP menu.)

PRINT
Prints out an ASCII map of the module and text from all events in that
module.  Note that on the IBM version 1.0, only line feeds are sent to
the printer.  Most printers handle this with no problem.  Others may
need to be set to automatically include a Carriage Return (CR) with
each line feed (LF).  This problem is fixed in v1.1.

LEAVE
Stop editing modules.  If you have not saved your module, you will be
prompted to do so before exiting to the main screen.

MAP MENU

3-D VIEW
This option is not available when editing Overland modules.  In
Dungeon modules, selecting this will switch the screen to a 3-D view
on the left with a small overhead view on the right.

AREA VIEW
The only viewing option for Overland modules.  This shows an overhead
perspective (up to 21 blocks wide by 21 blocks high) of the current
map (whether Overland or Dungeon).

BLOCK PLACEMENT/WALL PLACEMENT
Select this function for placing blocks (impassable areas) on an
overland map.  For Dungeon modules, select this function to place one
of up to 15 wall pictures. Note that in 3-D mode, placing a Wall only
places it from the side you on -- in the "inside" of the location, so
speak -- so that looking into that location from the other side of
that wall placement will show nothing.  However, placing walls in Area
mode puts the wall art on both sides of the same location, so that it
is visible no matter from which direction the party arrives.

BACKDROP PLACEMENT
Lets you select any of the four backdrops for the locations you
specify.  When players step into these areas, the appropriate backdrop
will display above and below the selected walls.

ZONE PLACEMENT
This lets you define different zone areas within the dungeon.  Zones
help segment the dungeon into sections so that you can easily modify
Step and Rest events across a whole area without the need to edit each
location.  All locations of a single zone do not need to be connected. 
For example, Zone 8 could be internally called "SAFE REST ZONE" with a
Rest Event defined for Zone 8 areas as No Event.  Single locations of
Zone 8 could be scattered throughout the dungeon (in closets and other
out of the way places) to signify quiet and safe places for the party
to heal and rememorize spells.

EVENT PLACEMENT
Allows the placement of events and event chains throughout the module. 
Individual Events are described at the end of this document.

MOVE THROUGH WALLS
Only valid in 3-D mode.  When this selection is active (checked), the
designer can move the mark (yellow arrow) around without consideration
of the Obstruction status of any location.  This does not affect
actual game play.

UTILITIES MENU

DISPLAY ACCESS
Dungeon modules only.  Selecting this shows where a player can travel
from the current MARK.  Access is color-coded by type (freely
accessible, locked - key needed, etc.).  Because a recursive,
memory-constrained algorithm is used to to calculate accessible areas,
the IBM version may not correctly show access in very large open areas
or very long corridors.

REPLACE GLOBALLY
Dungeon modules only.  This function permits wholesale replacing of
entire wall pictures, backdrops, and zones with a different selection. 
It is not UNDOable.  You cannot globally replace events.  Select the
the new art or zone BEFORE choosing "REPLACE GLOBALLY."  After
selecting the new art and then activating Global replacement, choose
the art or zone to replace.

CLEAR MODULE

[CLEAR AND RESIZE THE ENTIRE MAP]
This erases everything from the module and sizes it to the
specifications entered below.

[CLEAR EVENTS ONLY]
Leaves all sections of the map untouched, but removes all events
defined for the module.

NEW HEIGHT/WIDTH [0 to 49]
Same effect as the Global Info.  Only has an effect if the first
option is chosen above.

ENTRY POINTS
Up to 8 entry points can be defined.  These entry points theoretically
permit shortcuts to be taken with teleports, stairs, and transfer
module events.  However, with IBM version 1.0 only the TRANSFER MODULE
event actually uses entry points correctly.  Select a map location,
then select an entry point from the list which appears.  Entry points
can only exist in one location at a time, although multiple entry
points can share the same location (although only the lowest-numbered
entry point is shown on screen).

PLACE ENTRY POINT
This places an entry point (from a vertical list) at the MARK's
current location and facing.  This function is identical to the Entry
Points option above,  but can be selected in any placement mode.

TEST MODULE
Loads a party from the SAVE directory into the module AT THE CURRENT
LOCATION AND FACING OF THE MARK. Note that the manual implies that
Test Module uses Entry Points to determine where the party is placed. 
However, this is not the case.  To test the module, place the Mark
exactly where you wish your test party to be located and then select
Utilities|Test Module.  You cannot test the destination portion of a
TRANSFER MODULE event, as you cannot leave the module you are
currently testing; attempting to do so will simply end the test.


EVENTS

There are 35 different types of events in Unlimited Adventures.  With
creative chaining of events and different definitions, an infinite
number of event actions can be developed -- only your creativity and
understanding of the tools available limit the available actions you
can present to the game player.  As with all other areas described in
these documents, each event will be presented separately and discussed
page by page, starting with Page 2.  All events have the exact same
Page 1 setup, as described below.

Using Event Variables
There are three kinds of variables: Keys, Items, and Quests.  Only
keys may be used as conditions for opening specially-locked doors, as
defined in wall placement.  Only keys and items appear in the party's
INVentory.  Any type of variable may be used as a condition for an
event (on Page 1 of the event) or as a quest.  Variables may have
values from 0 to 255; values may be altered with QUEST, SPECIAL ITEM,
and UTILITIES events.  For all variables, a value of 0 signifies that
the party does not possess the variable, while any other values
signifies that the party possesses it.  This distinction is used both
in the party's INVentory, and in the page 1 execution options of all
events.


PAGE 1 (All Events)
Page 1 of all events provides choices for execution and chaining
criteria; the format of page 1 is the same for all events.  There are
three separate choices on page 1: whether the event will only happen
once, or whether it may happen every time the party enters the
location of the event; the conditions which must be met for the event
to happen; and the conditions under which the event will chain to the
next event in sequence (these conditions do not apply to special
chains from events such as QUEST STAGE or QUESTION-YES/NO).  Note that
the "do event only once" and "event happens if" choices only determine
whether the event itself will happen, and not whether a chained event
will happen.

The "chain control" options allow you to specify whether an event will
always chain, or whether it will only chain if the event control
conditions allowed (or did not allow) the event to happen.  Note that
in an event which always goes to a special chain if the event happens,
such as an ENCOUNTER event, the normal chain may only be reached if
the event control conditions prevent the event from happening.  These
conditions may also be superseded in a QUEST STAGE event; such an
event will always chain to the standard chain if the selected quest is
not at the indicated stage.  The chain control options also allow you
to select the type of event you wish to chain to (if any) in the
standard chain.

EVENT CONTROL

* DO EVENT ONLY ONCE
If this option is selected, the event will only happen a single time
during game play, and never again.

EVENT HAPPENS IF...

[ALWAYS HAPPENS]
No criteria is applied.  If the party reaches this point in the chain,
this event will always occur.

[PARTY HAS SPECIAL ITEM]
Activates "Item/Quest" option described below. This item must be in
the party's possession in order for the event to happen.

[PARTY DOESN'T HAVE SPECIAL ITEM]
As above, except the event only happens if the party does NOT have the
item defined in Item/Quest.

[DAY TIME]
Event only occurs during daytime hours (6 AM to 8 PM).

[NIGHT TIME]
As above, but only occurs from 8 PM to 6 AM.

[RANDOM PERCENT CHANCE]
Activates the "Percent Change" option described below.  Each time this
part of the event chain is reached, a random number from 1 to 100 is
compared against the value given below.  If the random number is equal
to or below the number specified, the event occurs.

[PARTY IS SEARCHING]
Event only occurs if the party is moving with the SEARCH function
turned on.

[PARTY IS NOT SEARCHING]
As above, but party is moving without searching.

[FACING CORRECT DIRECTION]
Activates "Facing" below.  The party must be facing the indicated
direction(s) in order for this event to happen.

[QUEST COMPLETE]
Activates "Item/Quest" option.  Quests can only be set to Completed or
Failed in a Quest Stage event.

[QUEST FAILED]
As above.  However, the party must have had the quest set to "Failure"
in a Quest Stage event.

[QUEST IN PROGRESS]
A "Quest in Progress" state will be valid if the quest variable has a
non-zero value but the quest has neither been completed nor failed.

[PARTY IS DETECTING TRAPS]
Party must have a "Detect Traps" effect or spell activated for this
event to occur.

[PARTY IS NOT DETECTING TRAPS]
As above, but no "Detect Traps" effect or spell is activated.

[PARTY CAN SEE INVISIBLE]
The party must have a "See Invisible" spell or effect activated for
this event.

[PARTY CANNOT SEE INVISIBLE]
As above, no "See Invisible" active.

[SPECIFIED CLASS IS IN PARTY]
Activates "Class" option described below.  At least one character or
party NPC must be of the defined class and have an OK state in order
to trigger this event.

[SPECIFIED RACE IS IN PARTY]
Activates "Race" option described below. At least one character or
party NPC must be of the defined race and have an OK state in order to
trigger this event.

ITEM/QUEST [item 1]
Only triggered by certain qualifications above.  Selecting this pulls
up a vertical list of possible keys, items, and quests.  Only a single
selection is possible, and it should match the qualification type.

PERCENT CHANCE [1 to 99]
Only triggered by the RANDOM PERCENT CHANCE qualification.

FACING [front]
Only triggered by the FACING CORRECT DIRECTION qualification. Every
possible combination of facing choices (from 1 to 4 directions) is
selectable here.

CLASS [cleric]
Only triggered by the SPECIFIED CLASS IS IN PARTY qualification.
Select one of the six primary classes.

RACE [elf]
Only triggered by the SPECIFIED RACE IS IN PARTY qualification. Select
one of the six primary races.

CHAIN CONTROL

CHAIN [ALWAYS/IF EVENT HAPPENS/IF EVENT DOESN'T HAPPEN]
This control determines whether or not the chain of events continues
after the current event is reached.

CHAIN EVENT [NO EVENT]
The chain ends here unless another event is selected (and all
conditions are met for continuing).


ADD NPC
Allows the designer to add an NPC "monster" into the party at this
point.  If the party already has that NPC, or the party is full (8
total characters), this event is ignored and the page 1 chaining
behaves as if the condition was not met.

PAGE 2

PLAYER SEES: [vala]
Any monster art can be shown at this point.  It is not necessary to
show the player a picture of the actual NPC  about to be added.  Note
that you cannot display sprites in an overland module.

DISTANCE - [Up Close/Nearby/Far Away]
This only has an effect if the art chosen above is a sprite. In other
cases, this option is ignored.

PLAYER READS
Text shown when the picture is displayed.

ADD NPC - [vala]
Selecting this option brings up a list of only NPCs (monsters with a
"#" to the left of the name).  [NO NPC] can be selected, in which case
the player gets the message but no addition to the party.  (The same
thing can be accomplished with a TEXT event.)

WITH [1-100] % OF MAX HIT POINTS
Less than 100% indicates that the NPC is injured in some way.  Maximum
hit points are still obtainable by the player through healing of the
NPC or resting.


CAMP
This event FORCES the party into Encamp mode, but the effect is the
same as if the player had manually selected to Encamp, except that
different artwork and text may be shown.  By chaining a WHO PAYS event
to a CAMP event, you can create a simple inn.

PAGE 2

PLAYER SEES [camp 1]
Select the artwork to be displayed while the party is camping.

* BACK UP ONE STEP WHEN LEAVING
Forces the party to retreat to the location they were in previous to
the current location (after exiting Camp).

PLAYER READS
Text shown as the party encamps.


CHAIN
This event is used to branch a chain to two different sequences of
events.  If the event control conditions allow the event to happen,
the page 2 chain will be followed; otherwise, the page 1 chain will be
followed.

PAGE 2

CHAIN TO [no event]
Select an event to activate if the qualifications on Page 1 are met.


COMBAT
This is the only way to trigger combat in the game, outside of the
PICK ONE COMBAT, which is very similar.  Up to six different monster
types can be present (and up to 3 of those types can fight on the side
of the party).

PAGE 2

BEFORE COMBAT BEGINS

PLAYER SEES [no art]
ANY artwork, even the large pictures, can be shown here.

PLAYER READS
Text which appears before the combat starts.

IN COMBAT

MONSTERS ARE [UP CLOSE/NEARBY/FAR AWAY]
This determines how close initially the monsters are to the party on
the combat map.

AND [IN FRONT] OF THE PARTY
This determines the placement of the monsters on the combat map.  IN
FRONT will automatically place the monsters in the direction the party
was last facing (as if the party had literally run into them).  All
other potential direction combinations are available, for a variety of
ways to surround the party.  (For example, if you know the party is
moving East, the monsters can come in front the West as if they were
running after the party.)  Note that if impossible directions are
selected, or if there isn't enough room for all monsters to appear in
the designated locations, some monsters may not appear in the battle. 
In indoor combats, it is possible to make selections which result in
monsters appearing on the other side of walls with no access to the
party; if this happens, try adjusting the range and direction (or put
more doors in the map).

SURPRISED [NEITHER/PARTY/MONSTER]
If one of the sides is surprised, that side gets NO turns during the
first round of combat.

* AUTO APPROACH
If selected, monsters automatically run forward before combat starts
(and enter combat in UP CLOSE position, no matter where previously
set).  If a sprite is chosen for art, the monsters will be shown
racing toward the party before the battle begins.

* OUTDOORS
Forces the combat to occur outdoors, using trees, et cetera on the
combat map, instead of indoor wall art.

PAGE 3

MONSTERS ENCOUNTERED 1-3
These are always enemy monsters.  A maximum of 50 monsters total can
be in a single battle, including friendly monsters.  Note that Complex
monsters (those with a "*" to the left of their names) each count as
TWO monsters towards that maximum.

NUMBER [0 to 31]
The number of monsters of the selected type.

TYPE [goblin]
The specific monster in the encounter.  NPCs are not available for
these selections.

PAGE 4

MONSTERS ENCOUNTERED 4-6
This page acts just like the previous one (and monsters selected are
counted towards the maximum of 50). The main difference is that one or
more monsters selected can be "friendly" towards the party.  Note that
it is NOT required to have all three monster selections on Page 3
activated before choosing Monsters 4 through 6.

NUMBER [0 to 31]
As Page 3.

TYPE
As Page 3.

* FRIENDLY
If selected, monsters fight on the side of the party unless charmed.


PAGE 5

MORE COMBAT OPTIONS

* NO TREASURE FROM MONSTERS
No matter what items exist on the monster definitions, no treasure
will be gained from the monsters after this battle.  Note that if a
COMBAT TREASURE event occurs anywhere before this battle, that
treasure will still be given out.  This option ONLY affects specific
monster treasure.

* PARTY NEVER DIES
The party cannot be wiped out in this battle.  If the party loses the
battle, all characters who were conscious at the beginning of the
battle are restored to life after the battle with 1 hit point each.

* MAGIC DOESN'T WORK
No spell-casting is possible.  This includes item effects!  (The CAST
and USE functions do not appear at all in the combat menus.)

MONSTER MORALE [1 to 100]
This determines how much damage the monsters must sustain before they
flee combat or surrender, measured as a percentage of their total
starting hit points.  The higher the morale, the more damage the
monsters will take before giving up; monsters at 100 morale should
never surrender or flee.  Some slow, stupid monsters may not flee or
surrender even after their morale has been exceeded, and many powerful
monsters and types of monster such as undead have their own personal
morale, which may keep them fighting after other monsters have fled or
surrendered.

ADDITIONAL DIFFICULTY IN TURNING UNDEAD
[None/Harder/Difficult/Impossible]
This affects Clerics and Paladins using the TURN option. The number
shown is added to the number required to be "rolled" for the attempt
to succeed.  This reduction is cumulative with any additional
difficulty specified in the module's Global Information.


COMBAT TREASURE
This is treasure found above and beyond that specified by each Monster
description. (Monster treasure is always received unless the
appropriate option is selected on Page 5 of the Combat event.)  This
event should be placed immediately before the combat event.  If more
than one combat treasure event is placed before a combat event, the
party will receive the complete set of treasure.  

PAGE 2

THE PARTY FINDS
PLATINUM	[0 to 1 million]
GEMS		[0 to 50000]
JEWELRY	[0 to 100000]

THE ITEMS THEY GET
Up to 8 different items can be added to the treasure list.  Unlike the
Monster items, you cannot control the quantity of charges (wands) or
multiple items items (arrows).

* ITEMS ARE IDENTIFIED
No effect on non-magical items.  However, magical items will normally
be unidentified (e.g., a WAND OF MAGIC MISSILES would normally be
shown as WAND) unless this option is selected.

PAGE 3
Text explaining the use of a Combat Treasure Event.


DAMAGE
This event is used to inflict damage on the party outside of combat,
from traps, avalanches, or thrown boulders, for example.  A WHO TRIES
event chained to a DAMAGE event, under appropriate conditions, can be
used to represent a simple, unavoidable trap, and a QUESTION-BUTTON
event chained to a combination of events, including WHO TRIES/DAMAGE
chains, may be developed for a more complex trap.

PAGE 2

PLAYER SEES [no art]
Choose a picture, if appropriate.

[UP CLOSE/NEARBY/FAR AWAY]
Only valid for sprites.  An example of use is an event where a Goblin
shoots an arrow at the party from the end of the hall and then runs
away.  In that case, FAR AWAY would be chosen along with the GOBLIN
art.

PLAYER READS
Any text you wish displayed.

ATTACKS
Number of Complete Attacks [1 to 100]
The number of attempts made to damage the party (all attempts will be
tried, although not all may succeed).

[IS ON THE ENTIRE PARTY]
If it succeeds, the whole party takes the damage,

[IS ON THE ACTIVE CHARACTER]
Only affects the highlighted character,

[IS ON ONE PARTY MEMBER AT RANDOM]
Random choice by computer,

[HAS A PERCENT CHANCE ON EACH]
Uses the number in the next field to determine likelihood of each
individual party member being affected.

PERCENT CHANCE ON EACH [1 to 99]
Only valid if the last option is selected above.

PAGE 3

THE DAMAGE ROLL HAS [1 to 250] DICE OF [1 to 250] SIDES PLUS [0 to
250]
This could add up very quickly.  Be sure to calculate the maximum
possible damage to avoid obliterating the party (unless that is the
intention).

[NO SAVING THROW]
If the damage occurs, the full damage rolled is always taken.

[SAVE FOR HALF DAMAGE]
If the saving throw type selected below is made, only half damage is
taken.

[SAVE FOR NO DAMAGE]
As above, but no damage is taken at all.

[HITS BASED ON THAC0]
Appropriate if the party is being attacked by a weapon or object. 
This gives the better armored party members a good chance to avoid
damage.

SAVING THROW TYPE [POISON/PETRIFICATION/WAND/BREATH/SPELL]
This selects the type of saving throw to be made.  Different character
classes have differing saving throws (all of which get better at
higher levels).

ADD TO SAVING THROW [0 to 15]
The higher the number, the easier it will be for the character to make
the saving throw.

THAC0 OF ATTACK [-20 to 20]
Only valid if Hits Based on THAC0 is chosen above. This determines the
attack's ability to hit Armor Class 0, which is then modified for the
effective armor class of the character in question.


ENCOUNTER
This is not necessarily a Combat encounter (although it can lead to
one).  It can be used to trigger events based on the party's choices
as defined in the event itself.

PAGE 2

PLAYER SEES [no art]
Choose appropriate artwork.

PLAYER READS
The text you wish read for the start of the encounter.

MONSTERS START [FAR AWAY/NEARBY/UP CLOSE]
Determines starting position of monsters.

MONSTER SPEED [1 to 50]
Determines if the party can escape or not. (48 is the absolute maximum
party speed, so a Monster speed of 50 would ALWAYS succeed in keeping
the party from fleeing.)

CHAIN DEFINITIONS

ON COMBAT [no event]
Go to this event if the party chooses the COMBAT option.

ON TALK [no event]
As above, with Talk option.

ON ESCAPE [no event]
As above, with Escape option.

PAGE 3

APPROACH

* BUTTON IS PRESENT
Determines if this option is available.

* NOT ALLOWED WHEN UP CLOSE
If selected, removes this option when monster become UP CLOSE.

BUTTON WILL...

[DECREASE RANGE]
Moves monsters one position closer (FAR AWAY to NEARBY, or NEARBY to
UP CLOSE) - Monsters already UP CLOSE go to RANGE ZERO and trigger
that option.

[COMBAT, NO SURPRISE]
Trigger Combat chain (Page 2) with no surprise on either side.

[PARTY SURPRISED, IF SLOW PARTY]
Trigger Combat chain, but only if the monsters are faster than the
slowest party member.  Neither side is surprised if the party is not
SLOW.  Unconscious, poisoned, stoned, and dead party members have a
speed of 0; the speed of other party members depends upon their armor,
encumbrance, Haste spells, and Boots or Potions of Speed. 

[MONSTERS SURPRISED, IF FAST PARTY]
As above, but only if party is faster than the monsters.  Neither side
is surprised if the party is slow.

[TALK]
Triggers TALK chain from Page 2.

[ESCAPE, IF FAST PARTY, ELSE COMBAT]
If the party is faster than the monsters, trigger the ESCAPE chain
from Page 2.  Otherwise, trigger the COMBAT chain from Page 2.

[HAVE NO EFFECT]
Does nothing at all (original menu re-appears).

RETREAT

* BUTTON IS PRESENT
As "Approach."

BUTTON WILL...
As "Approach."

FIGHT

* BUTTON IS PRESENT
As "Approach."

* ONLY ALLOWED WHEN UP CLOSE
As "Approach."

BUTTON WILL...
Options act identically to those under "Approach."

PAGE 4

WAIT

* BUTTON IS PRESENT
As "Approach."

BUTTON WILL...
Options act identically to those under "Approach."

TALK
* BUTTON IS PRESENT
As "Approach."

* ONLY ALLOWED WHEN UP CLOSE
As "Approach."

BUTTON WILL...
Options act identically to those under "Approach."

IF RANGE GOES TO ZERO
Options as previous settings, except DECREASE RANGE and NO EFFECT are
no longer available.


ENTER PASSWORD
Useful for making sure the party has been elsewhere in the game
without using up a Quest by making the player enter a password which
has been revealed in a different area.

PAGE 2

PLAYER SEES [no art]
Choose any artwork.

PLAYER READS
Introductory text.

PLAYER MUST ENTER

PASSWORD
1 to 25 characters in length.

NUMBER OF TRIES [1 to 50]
Indicates how many times the password can be entered incorrectly
before a FAILURE event is triggered.

TELEPORT DESTINATION
There is only one teleport destination, regardless of whether it is
used on Success, Failure, both or neither.

COL/ROW [0 to 49]
Must be legitimate coordinates for the current module.

FACING [North/East/South/West]
Direction the party will be facing at the new location.

* EXECUTE EVENT AT DESTINATION
If the party is teleported onto a location which also contains an
Event, that event is only triggered if this option is active. 
Otherwise, the party must leave the new location and return to it in
order to receive the new event.

PAGE 3

IF PASSWORD ENTERED CORRECTLY, PLAYER READS
Text to be displayed.

AFTER TEXT...

[DO NOTHING]
No additional effect.

[CHAIN]
Execute the event specified below.

[TELEPORT]
Move the party to the coordinates and facing specified on Page 2.

[BACKUP ONE STEP]
Move the party to its previous location.

SUCCESS CHAIN [No Event]
Select an event to occur if "CHAIN" is selected above.

PAGE 4

IF PASSWORD ENTERED INCORRECTLY
Settings on this page perform identically to those on Page 3. 
However, they are only triggered if a password FAILURE occurs (i.e.,
the wrong password is entered on all tries permitted).


GAIN EXPERIENCE
This event is useful for giving the party experience for completing
major or special portions of the game (rescuing the fair monsters from
evil maidens, etc.).

PAGE 2

THE PLAYER WILL...

HEAR [no Sound]
Select one sound or theme only.

SEE [No Art]
Any artwork can be chosen except the large pictures.

AND READ
Enter appropriate text to display, if any.

THE [ENTIRE PARTY/ACTIVE MEMBER] RECEIVES [1 to 10 million] EXPERIENCE
POINTS.


GIVE TREASURE
Useful for granting the party treasure items without requiring a
combat to occur (wands found in a pile of rubble, for example).

PAGE 2

PARTY FINDS

PLATINUM [0 to 1 million]
GEMS [0 to 50000]
JEWELRY [0 to 50000]

THE ITEMS THEY GET
Up to 8 items can be selected (see Item List in Appendix A).

* ITEMS ARE IDENTIFIED
If not selected, magical items will show generic names until
identified by a shopkeeper.


GUIDED TOUR
Tours do not work in Overland modules (they require the 3-D view to be
functional).  The Guided Tour events are ONLY used for actually moving
the party around.  For more excitement, they should be chained with
SOUND and other events (including multiple Guided Tour events).

PAGE 2

NUMBER OF STEPS [1 to 24]
Up to 24 sequential actions can be taken, as defined on the later
pages.

STARTING LOCATION

* USE STARTING LOCATION 
If not checked, the guided tour begins wherever the event is triggered
(this could lead to illegal moves if the event can be triggered in
multiple locations).

COL/ROW [0 to 49]
Must be a valid coordinate for the dungeon module. Ignored unless
above button is checked.

FACING [North/East/South/West]
This option is ignored unless above button is checked.

* EXECUTE EVENT AT DESTINATION
If the Guided Tour ends in a location with an Event, that new event
will only be triggered if this option is active.  Otherwise, the party
will need to leave the location and return in order to trigger that
event.

PAGES 3 through 5
List of Steps to take in order from 1 to 24.  Each step can make the
party move FORWARD, turn RIGHT or LEFT, or PAUSE for a moment.

PAGE 6

TEXT 1 BEFORE STEP [1 to 25]
Text which appears at before the indicated step is taken.  To display
text at the end of a guided tour, select the step after the last step.

TEXT 2 BEFORE STEP [1 to 25]
As Text 1.


NPC SAYS
This has an NPC who is already in the party with an OK status say
something (displayed on screen).  If the NPC selected is not in the
party or not OK, the event will not happen.

PAGE 2

IF [VALA] IS IN THE PARTY, THE PLAYER WILL
Choose an NPC from the list displayed.

SEE [NO ART]
Choose any artwork in the game, even large pictures.

[UP CLOSE/NEARBY/FAR AWAY]
Valid only for triple-image monsters.

HEAR [no sound]
Choose any game sound or theme, if desired.

AND READ
Enter the text you wish displayed.

* MUST PRESS RETURN
Prompts the player to press RETURN after reading the text.  Note that
the game automatically forces the player to press return when the
window is full of text; you need not worry about failing to display
text because you have filled the window.

* HIGHLIGHT
Displays the entire text in this section in the highlight text color
(light cyan).  When possible, we generally use highlighting to
designate text which is being spoken by a character or monster, as
opposed to text which merely describes events or surroundings to the
player.

PAGES 3 and 4

TEXTS 2 through 5
Second through fifth text sections.  Note that text is linked directly
following previous text defined, unless PRESS RETURN is indicated, so
be sure to put a space at the end of each text section, or they will
run together on screen.

* MUST PRESS RETURN
As above.

* HIGHLIGHT
As above.


PASS TIME
A way to force the party to wait a certain period of time (or indicate
that several days go by in travelling, to make spells on party members
wear off, etc.).

PAGE 2 

PLAYER READS
The text to be displayed.

HOW MUCH TIME SHOULD PASS...
DAYS [0 to 250]
HOURS [0 to 23]
MINUTES [0 to 59]


PICK ONE COMBAT
NOTE - This event is referred to in the DESIGNER'S GUIDE as a "RANDOM
COMBAT EVENT."  This event like the COMBAT event, except there are no
friendly monsters possible, and ALL monsters do not appear in each
battle.  Instead, the computer randomly picks a monster group
(numbered 1 through 6) and presents the party with only a single group
to fight.  Groups containing no monsters will not be selected.  Note
that only one sprite or picture can be shown to the player, so a more
complex event chain consisting of several different PICK ONE COMBAT
events may be necessary to present the players with a wide variety
pictures and different monster types.  Options shown below are
identical to the COMBAT event except where noted.

PAGE 2

BEFORE COMBAT BEGINS

PLAYER SEES [no art]
Choose any artwork in the game.

PLAYER READS
Text displayed before each combat.

IN COMBAT

MONSTERS ARE [UP CLOSE/NEARBY/FAR AWAY]
Select the starting distance for the monsters.

AND [IN FRONT/various compass positions] OF THE PARTY.

SURPRISED [NEITHER/PARTY/MONSTER]

* AUTO APPROACH
Monsters "run" up to the party and enter combat Up Close.

* OUTDOORS
Uses outdoor combat terrain.

PAGE 3
There is a brief explanation of PICK ONE COMBAT event on this Page.

* NO TREASURE FROM MONSTERS
The party will not gain any of the treasure carried by the monsters;
only treasure specified in a previous COMBAT TREASURE event.

* PARTY NEVER DIES
As discussed before - if the party is defeated, the game doesn't end.

* MAGIC DOESN'T WORK
Disables (removes) CAST and USE functions from combat.

MONSTER MORALE [1 to 100]
The higher the morale, the more damage the monsters must take before
they attempt to flee or surrender.

ADDITIONAL DIFFICULTY IN TURNING UNDEAD [0 to 100]
Gives normal, hard, difficult, or impossible chances for Clerics and
Paladins to turn Undead.  This is in addition to the difficulty set in
the module's Global Information.

PAGE 4 and 5

MONSTERS THAT MAY BE ENCOUNTERED (1-3 and 4-6)
These sections work just like pages 3 and 4 in the COMBAT Event
description, except Monsters 4-6 cannot be selected as FRIENDLY.


QUEST STAGE
This is the event which guides the party through the various Quests in
the game.  A Quest can only be set as COMPLETED through this Quest,
and it can only be advanced (for multi-stage Quests) through this
stage.  With up to 44 Quests in one adventure, and up to 100 stages
with each Quest, much can be done through the use of this single
event.  A QUEST STAGE event only occurs if the Quest in question (set
on Page 2) is at the previous stage marked on Page 2.  (For example,
if on Page 2 you set the Stage to 5, the Quest's current stage must be
4 in order for this event to occur.)

A simple heroic quest generally starts with an "accept on yes" QUEST
STAGE (the queen asks the party to rescue her son, who has been
kidnapped by a dragon), which may have "quest fails upon rejection"
selected (*loud belch* from under volcano); followed by one or more
"accept automatic (no question)" QUEST STAGEs associated with heroic
deeds (locating the shepherd who knows the secret path to the dragon's
lair, slaying the fearsome beast, and striking the chains from the
prince before the volcano explodes); and finally an "accept automatic
(no question)" QUEST STAGE with "quest completed upon acceptance"
selected (reuniting the tearful, happy royalty and hauling off the
loot before lava covers palace).  For a complex example of this sort
of quest, examine Yemandra's quarters at column 3, row 27 of dungeon 4
in "The Heirs to Skull Crag."  Note that quest 4 is the rescue of
Morudel, quest 5 is used to keep track of how many item quests have
been completed, and quest 10 is used to determine whether the party
may be offered another item quest at this time; the actual quest for
the Lance of the Roadwarden is quest 3.

PAGE 2

PLAYER SEES [no art]
Choose any artwork in the game.

PLAYER READS
Text to be displayed.

ACCEPT...
For all below options except the last two, the player is given YES and
NO buttons for response to the text displayed.

[IMPOSSIBLE]
The text is displayed, but the whether the player selects YES OR NO,
the option is set to REJECTION.

[ON YES]
If players select YES, this stage is considered completed.

[ON NO]
If players select NO, this stage is considered completed.

[ON YES OR NO]
No matter which option the player selects, the stage is considered
completed.

[IMPOSSIBLE (NO QUESTION)]
The text is not displayed, the player does not get a choice, and the
option is set to REJECTION.

[AUTOMATIC (NO QUESTION)]
The text is not displayed, the player does not get a choice, and the
option is set to ACCEPTANCE.

* QUEST COMPLETED UPON ACCEPTANCE
If the selected condition results in ACCEPTANCE, this Quest is
considered successfully completed.

* QUEST FAILS UPON REJECTION
If the selected condition results in REJECTION, the Quest has ended in
failure.

WHICH QUEST [quest 1]
Choose a Quest.

STAGE [1 to 100]
This determines when this event can occur (the party's current stage
must be this value minus 1 for it to occur).  All previous stages must
be passed before this stage can occur.  All Quests are at Stage 0
until modified by a Quest Stage or Utilities event.

PAGE 3

CHAIN ON ACCEPT [no event]
Next event if conditions on the previous page cause an ACCEPTANCE
result.

CHAIN ON REJECT [no event]
Next event if the conditions on the previous page cause a REJECTION
result.

There is also brief help text about this event on this Page.


QUESTION-BUTTON
This event provides the player with text and a horizontal list of up
to five options to select.  Each option can chain to a separate event.  
Note that each button must start with a letter unique from the first
letter of any other button.  (Note: In version 1.0 Do not use ANY
numbers, they cause the buttons to be stacked strangely.  Be sure to
use only alphabetic characters and some symbols.) The maximum number
of letters in all button labels combined must not exceed 34 characters
(including spaces in multi-word buttons).  All five buttons do not
need to be used.  Standard uses for QUESTION-BUTTON events include
complex traps, atypical monster encounters, and customized towns in
overland.

PAGE 2

PLAYER SEES [no art]
Choose any artwork, if desired.

PLAYER READS
Text displayed above the options.

BUTTON 1

LABEL
Up to 15 letters.  First letter must be unique from other buttons.

CHAIN EVENT [no event]
Event to activate if this option is selected.

AFTER CHAIN...

* RETURN TO QUESTION EVENT
If selected, the game will return to the original question event after
all events in "CHAIN EVENT" are completed.

* BACKUP ONE STEP
If selected, the party will backup one step after the event is
completed.

PAGES 3 and 4

BUTTONS 2 through 5
Same options as Button 1.


QUESTION-LIST
This event provides the player with a vertical list of options. 
Unlike QUESTION-BUTTONS, the answers do not need to start with unique
letters.  All 5 answers do not need to be used.

PAGE 2

PLAYER SEES [no art]
Choose any artwork from the game.

PLAYER READS
Up to 36 characters to be displayed as a heading or one-line
description.

ANSWER 1
Up to 34 characters of descriptive text.

CHAIN EVENT [no event]
The next event if this answer is selected.

AFTER CHAIN...

* RETURN TO QUESTION EVENT
If selected, the game returns to the original question after event
chains are completed.

* BACKUP ONE STEP
After all events are completed, backup the party to its previous
location.

PAGES 3 and 4

ANSWERS 2 through 5
Same options are Answer 1.


QUESTION-YES/NO
For giving the player a simple Yes or No question.  YES and NO buttons
are automatically displayed.  (This event is labeled "ASK A YES/NO
QUESTION" on its edit pages.)

PAGE 2

PLAYER SEES [no art]
Choose any artwork, if desired.

PLAYER READS
Text to display.

PAGE 3

IF PLAYER ANSWERS "YES" THEY READ
Text to display.

CHAIN TO [no event]
Event to chain to on a YES answer.

AFTER CHAIN...

[NOTHING]
Perform no additional action.

[REPEAT QUESTION]
Return to the start of the event.

[BACKUP ONE STEP]
Return the party to its previous location.

PAGE 4

IF PLAYER ANSWERS "NO" THEY READ
Text to display.

CHAIN TO [no event]
Event to chain to on NO answer.

AFTER CHAIN...
Same options as Page 3.


REMOVE NPC
For removing an NPC from the party. If the specified NPC is not in the
party, this event is as not happening for page 1 conditions.

PAGE 2

PLAYER SEES [no art]
Choose any artwork from the game.

[UP CLOSE/NEARBY/FAR AWAY]
Valid only with sprites.

PLAYER READS
Text to display.

REMOVE NPC [vala]
Choose which NPC to remove from the party.  If [no monster] is
selected, the first NPC in the party will be removed.


SHOP
For selling (or perhaps giving) the party any of the various objects
available in the game.  Each shop has a maximum number of total
objects available (up to 4 of the total 16 sets of objects), and
specific items can be selected from each set when building this event.

PAGE 2

THEY SEE: [SHOPKEEPER]
All non-large art available.

COST FACTOR [NORMAL]
The cost, in platinum, of the items available for sale.  NORMAL does
not change the prices at all.  FREE changes all prices to 0.  Other
multipliers and dividers (from Multiple by 100 down to Divide by 100)
are available.  A full list of items with Normal prices is available
in Appendix D.

* BACKUP ONE STEP WHEN LEAVING
Returns the party to its previous location.

PICK THE FOUR TYPES OF ITEMS IN STOCK...
TYPES 1 to 4
It IS possible to select the same item group multiple times, but this
does not change the appearance of the items in the list. NOTE:  If you
set all Types to NONE (and do not customize the default settings), a
shop with only VIEW POOL APPRAISE EXIT will appear in the game.

PAGES 3 through 6
A list of all the items in the group chosen for each TYPE appear here. 
A TYPE set to NONE shows a list of the objects from +0 WEAPONS A (with
all items unselected).  If a specific item group was chosen, all items
are initially selected (red button).  The designer can deselect any
combination of items to customize the shop.


SMALL TOWN
Use this event to provide a town's services and supplies to travellers
on the Overland maps (although it can be used in Dungeon modules as
well) without the need to build a full-blown town.  You may want to
chain a QUESTION-YES/NO event to a SMALL TOWN (via the "yes" chain) to
provide some description of the town and offer the party the choice of
whether or not to enter the town.

PAGE 2

PLAYER SEES [TOWN 2]
All artwork is available.

PLAYER READS
The text to be displayed above the button choices.

WHAT IS IN THE SMALL TOWN...
Each of the following items are initially selected (red button).

* TEMPLE
Where healing spells may be purchased.

* TRAINING HALL
Where the party can train for higher levels, and also where character
and game functions may be used (Add/Delete character, Save/Load game,
etc.)

* SHOP
Where items may be purchased, identified, and sold.  Only two
categories of items may be sold at any SMALL TOWN shop.

* INN
Same functions available as ENCAMPING, but with no chance of
encounters.

* TAVERN
Small version of TAVERN event (no drink choices, only one tale)

* VAULT
Where characters may store items and money (the party may recover the
items and money at any vault, not just the vault where they deposited
their possessions).

PAGE 3

COST FACTORS
SHOP [Free to Normal to Multiplied by 100].
Affects only items in the shop.

TRAINING HALL & TEMPLE [Free to Normal to Multiplied by 100].
Affects both Training Hall (normal is 1000 Platinum) and Temple fees.

HIGHEST TEMPLE SPELL LEVEL [1 to 7]
See the Appendix C for a list of spells available for each level.

WHICH CLASSES MAY TRAIN...
Each class is initially selected. This can be used to specialize the
type of training (it may be a town of Knights, or only mage-types,
etc.).
* CLERIC
* FIGHTER
* PALADIN
* RANGER
* MAGE
* THIEF

PAGE 4

TAVERN TALE
The text displayed while the party is drinking in the tavern.  Note -
If a TAVERN TALES event is placed immediately before the SMALL TOWN
event, additional Tavern Tales can be added to this text.  Tales are
shown sequentially - the Small Town Tavern Tale first, followed, in
order, by the TAVERN TALES event tales.

SHOP ITEMS...
TYPES 1 and 2
Up to two different types of items are available.  A full list of
available items is shown in Appendix A.

PAGES 5 and 6
For customization of the item choices, as described in the SHOP event.


SOUNDS
For playing up to 10 sounds and themes in a row.  Multiple sound
effects in a row can simulate distant (or nearby) battles or set the
stage for a new scenario in the game.  Only sound effects and themes
from previous Gold Box games area available -- new sounds cannot be
substituted.

PAGES 2 and 3
Select from one of the 21 sounds and themes (or NO SOUND) available
for each of SOUND slots 1 through 10.  Sounds are always played in the
order shown.


SPECIAL ITEM
Used for giving or removing a special item or key from the party. The
arithmetic effect is to assign a value of 1 to the item variable if it
is given to the party, or 0 if it is taken away.  This event only
counts as happening for page 1 chaining if the party doesn't already
have the item (for give) or already has the item (for take).

PAGE 2

PLAYER SEES [NO ART]
Any artwork in the game.

PLAYER READS
Text to be displayed.

[GIVE ITEM TO PARTY]
Adds the selected item to the party's inventory list.

[TAKE ITEM FROM PARTY]
Removes the selected item from the party's inventory list.

ITEM [item 1]
Brings up a list of 8 keys and 12 items to select.


STAIRS
Used to let the party move to different locations within a single
module.  A STAIRS event happens as the party tries to enter the
location containing the event, so the party never actually enters the
location.  This allows you to put a STAIRS event behind a wall-set
image of a stairway and have the STAIRS event happen when the party
attempts to move across the "stairway" wall, without letting the party
see what's on the other side of the wall.  Note: ENTRY POINTS do not
work for Stairs in IBM version 1.0.

PAGE 2

BEFORE ENTERING STAIRWELL

PARTY SEES [NO ART]
All artwork is available.

* ASK "YES/NO" QUESTION
Display the text entered below and give YES and NO buttons.

TRANSFER ON [YES or NO]
Determines which answer causes the transfer.

ASK
Text to display.  Note that this is displayed whether or not ASK
"YES/NO" QUESTION is selected.  If not selected, a PRESS RETURN prompt
is given and transfer takes place immediately afterwards.

PAGE 3

WHEN ENTERING STAIRWELL

PLACE [DIRECTLY (COL, ROW)/AT AN ENTRY POINT]
See warning above about the Entry Point bug in IBM version 1.0.

COL/ROW [0 to 49]
Must be a valid coordinate for the module.  Only used if PLACE
DIRECTLY is selected above.

FACING [EAST/SOUTH/WEST/NORTH]
Only used if PLACE DIRECTLY is selected above.

ENTRY POINT [1 to 8]
Only valid if AT AN ENTRY POINT is selected above.

THE PLAYER READS
Text to be displayed AFTER the transfer takes place and the party is
at the new location.

* EXECUTE EVENT AT DESTINATION
If there is an event on the new location, selecting this option will
automatically execute that event (otherwise, the event is only
triggered if the player leaves the location and re-enters it).


TAVERN
This event is used to create a public house where the party may
socialize with the inhabitants of the local demesne (start a fight),
share tales of wondrous events (eavesdrop), and sample local
concoctions (use your imagination).  The party's options in a tavern
are indicated by buttons at the bottom of the screen.  This event can
be modified by placing a TAVERN TALES event immediately preceding it
(to add up to six more tales to those defined within).

PAGE 2

PLAYER SEES [BARTENDER]
All artwork available.

PLAYER READS
Text displayed on entry. This is not a Tale -- it is usually a
description of the Tavern.

FIGHTS...

* ALLOW FIGHTS
If selected, a FIGHT option is available in the Tavern.

ON FIGHT, CHAIN TO [no event]
Select an event (usually combat, but can be anything).

* BACK UP ONE STEP WHEN LEAVING
If selected, players are returned to their previous location.

PAGE 3

SHOW TAVERN TALES...

[IN ORDER]
With each successive TALK selection, the next Tale in order will be
shown.  If a TAVERN TALES event directly precedes the TAVERN event,
those additional TALES are shown AFTER the tales defined in this
event.  Only one TAVERN TALES event can precede a TAVERN event.  If
more exist, only the most recent set of Tales are used.

[AT RANDOM]
Randomly chooses a tale (including any in a preceding TAVERNS TALES
event) to display.  Tales can be repeating without seeing the entire
list (each time TALK is selected, the entire list of possible tales is
randomly searched).

TAVERN TALES 1 and 2
Text of those two tales.

PAGE 4
TAVERN TALES 3 and 4
Text of additional tales.

PAGE 5

DRINKS

* ALLOW DRINKS
If not selected, the only options available are TALK and LEAVE (and
possibly FIGHT).

...CHAIN TO [NO EVENT]
This selection is only valid if you have at least one named drink.  It
is activated when a character gains 60 or more "consumption" point. 
(Drink points are described on this Page in the editor)  If you want a
certain event to occur after the characters have been drinking a
while, any event can be chosen for this item.

DRINK NAMES 1 to 5
A maximum of 34 characters can be used TOTAL for all drink names
(including spaces).  Each drink name itself can be up to 15 characters
(keeping the total in mind). Each drink name must start with a unique
letter.  Note that Drink Names are ignored unless ALLOW DRINKS is
activated.  (Note: In version 1.0 as with the QUESTION-BUTTONS event,
only letters should be used in drink names -- numbers cause the names
to show up strangely in the game.)


TAVERN TALES
This event ONLY has an effect on the game if a SMALL TOWN (with the
Tavern option turned on) or a TAVERN event immediately follows it. Its
purpose is to add additional tales to the Tavern.  Only one TAVERN
TALES event can be added before each of the above events.

PAGES 2 through 4
Enter the text of up to six additional Tavern Tales.

PAGE 5
Brief help text about this event.


TELEPORTER
This event functions in exactly the same fashion as a STAIRS event,
except that it takes place as the party moves into or LOOKs at the
location of the event, whereas a STAIRS event happens when the party
attempts to leave an adjoining location to enter the event's location;
thus, in a TELEPORTER, the party will be able see the walls of the
location containing the event from the location itself, which is not
possible in a STAIRS event.  (Note that, as with Stairs, the ENTRY
POINT method of teleport does not work properly in IBM version 1.0. 
Only coordinate points should be used for teleportation with that
version.)

PAGE 2

BEFORE THE PARTY TELEPORTS
IT SEES [GATEWAY 2]
All artwork available.

* ASK "YES/NO" QUESTION
Select if the party is to get a YES or NO option about teleporting. 
(Otherwise, teleportation is automatic.)

TRANSFER ON [YES or NO]
Determines which answer causes the transfer.  Only valid if the above
option is selected.

ASK
Text to be displayed to the party.  This is displayed whether or not
ASK "YES/NO" QUESTION is active.  If it is not active, a PRESS RETURN
prompt is shown, with teleportation taking place immediately
afterwards.

PAGE 3

WHEN THE PARTY TELEPORTS

PLACE...

[DIRECTLY (COL, ROW)]
Go to specific coordinates.

[AT AN ENTRY POINT]
Should move the party to one of 8 entry points.

COL/ROW [0 to 49]
Must be valid for the current module.  Only active if DIRECTLY is
chosen above.

FACING [EAST/SOUTH/WEST/NORTH]
The facing of the party at the new coordinates.  Only active if
DIRECTLY is chosen above.

ENTRY POINT [1 to 8]
Only valid if AT AN ENTRY POINT is chosen above.

THE PLAYER READS
Text displayed AFTER the teleportation.

* EXECUTE EVENT AT DESTINATION
If there is an event on the arrival point, it is only triggered
automatically if this option is selected (otherwise, the party must
leave the location and return to trigger that event).


TEMPLE
Outside of objects and personal spells, this is the only way
characters can be healed of various afflictions in the game.  Note
that for the "Fix" button (which automatically heals all possible
damage to party members) to be available to the party, the highest
spell level must be set to "7" and the cost factor must be set to
"free."

PAGE 2

PLAYER SEES [TEMPLE PRIEST]
All small artwork available.

PLAYER READS
Text to be displayed on entry.  (PRESS RETURN is displayed and
necessary before an actual Temple menu appears.)


HIGHEST SPELL LEVEL OFFERED [1 to 7]
Spell levels are cumulative.  See Appendix C for a list of spells
available, along with their normal cost.

COST FACTOR [NORMAL]
If not NORMAL or FREE, this determines the multiple or divisor used on
the NORMAL prices.

* ALLOW DONATIONS
This option lets the party donate platinum pieces to the temple
(possibly triggering an event below).

WHEN [1 to 10 million] PLATINUM HAS BEEN DONATED
This total is cumulative throughout the life of the game at any temple
event.  The chained event will not happen until the party starts to
leave the temple after donating the requisite amount of platinum.

CHAIN TO [no event]
Select an event to chain to, if desired, when the above number has
been reached.  Only valid if ALLOW DONATIONS is active.

PAGE 3

WHILE IN TEMPLE, PLAYER READS
Text to be displayed after pressing RETURN on the first text.

* BACK UP ONE STEP WHEN LEAVING
If active, returns the party to its previous location upon exiting
from the Temple.


TEXT STATEMENT
Useful for describing events or occurrences which may chain after the
text statement or setting the mood.

PAGE 2

PLAYER WILL...

HEAR [NO SOUND]
Select any sound or theme, if desired.

SEE [NO ART]
All artwork is available.

DISTANCE [UP CLOSE/NEARBY/FAR AWAY]
Only valid for sprites.

* BACK UP ONE STEP WHEN DONE
Returns party to previous location if active.

PLAYER READS...

TEXT 1
Text to be displayed.  Remember that each text section is directly
linked to the preceding text section unless MUST PRESS RETURN is
active.  Be sure to place a space after each text item to avoid
crowding of sentences.

* MUST PRESS RETURN
Forces player to press return before next text section (or event) is
displayed.

* HIGHLIGHT
Turns text in that section light cyan.

PAGES 3 and 4

TEXTS 2 through 5
Additional text to display, each with the same options as TEXT 1.


TRAINING HALL
The only place characters can train to go to higher levels (plus the
training hall possible in a Small Town event).  The menus in the
Training Halls also allow for character removals or additions, and
modifications (for characters who haven't gained any experience yet).

PAGE 2

WHICH CLASSES MAY TRAIN
Determines who may train at this particular Hall.
* CLERIC
* FIGHTER
* PALADIN
* RANGER
* MAGE
* THIEF

COST [FREE]
Up to 100,000 Platinum may be charged for a character to train a
single level.

PLAYER SEES [ARMS MASTER]
Any small artwork may be chosen.

PLAYER READS
Text to display.

* BACK UP ONE STEP WHEN LEAVING
Returns party to previous location on exit.


TRANSFER MODULE
This is the only way in which a party may move from one module
(Overland or Dungeon) to another module (Overland or Dungeon).  Unlike
the Stairs and Teleport events, there are no problems using ENTRY
POINTS with the Transfer Module events in version 1.0.

PAGE 2

TRANSFER THE PARTY WHEN IT...

[ATTEMPTS TO ENTER] THE CELL
Event activates when the party attempts to move in a direction which
would place it in that same location as the event (the party never
actually completes the step).

[IS IN] THE CELL
Event does not activate until the party physically moves into the
location of the event.

BEFORE THE PARTY TRANSFERS

IT SEES [NO ART]
All artwork is available.

* ASK "YES/NO" QUESTION
Places YES and NO buttons at the bottom, giving the party the chance
to stay.

TRANSFER ON [YES or NO]
Determines which answer causes the transfer.  Ignored if the above
option isn't selected.

ASK
Text to display to the party.  This text is ALWAYS displayed.  If the
above option is not active, a PRESS RETURN option is given to the
party, and the transfer takes place immediately afterwards.

* DESTROY DROW EQUIPMENT
Drow equipment (armor and weapons) is not supposed to survive the
light of day.  If the party is transferring to an outside (visible to
real sunlight) area (whether Overland or "dungeon" module) and Drow
equipment is actually available in the game, the designer should
activate this option.

PAGE 3

WHEN THE PARTY TRANSFERS...
DESTINATION MODULE [dungeon 01]
Any of the 4 Overland or 36 Dungeon modules can be selected as the
destination of the party.

PLACE...

[DIRECTLY (COL, ROW)]
Places the party at the coordinates indicated below when the new
module is loaded in.

[AT AN ENTRY POINT]
Places the party at the below designated Entry Point when the new
module is loaded in.

COL/ROW [0 to 49]
New location of the party if DIRECTLY is selected above.  Must be
valid for the new module.

FACING [EAST/SOUTH/WEST/NORTH]
The direction the party will be facing in the new module, if DIRECTLY
is selected above.  Note that this is ignored for Overland modules,
which have no Facing.

ENTRY POINT [1 to 8]
The entry point where the party starts the new dungeon if AT AN ENTRY
POINT is selected above.

THE PLAYER READS
Text to be displayed AFTER the transfer has taken place.

* EXECUTE EVENT AT DESTINATION
If there is an event in the new location of the party, it will only be
triggered if this option is set.  Otherwise, the party must leave the
location and return to trigger that event.


UTILITIES
This event is used for arithmetic and logical operations on variables,
and for ending an adventure.  You may perform each of the three types
of operation in a single UTILITIES event, although it is rather
pointless to perform any other operations if you are ending the
adventure.

The first type of operation is arithmetic.  An arithmetic operation
allows you to add, subtract, or store a specific value in the variable
you select.  Values must be positive integers between 0 and 255. 
Remember that a value of zero indicates that the party does not
possess a given item, while any other value indicates that the party
does possess the item.

The second operation is ending the adventure, which exits play.  It is
recommended that you warn the player before ending the adventure, and
provide an opportunity to save the characters in the party, if they
are to be allowed further adventures.

The third operation is a multi-item check.  This allows you to check
whether the party has any or all of any six items and, if they do,
give them a seventh item.  If you are checking fewer than six items,
simply check one of the items several times.  This operation may be
useful for determining whether the party has completed any of several
tasks required to proceed, or whether the party has completed all of
the tasks required to proceed, as the case may be.

PAGE 2

MATH

[0 to 255]
This value is used in the below operations.

[NO OPERATION]
Value above is ignored and no special operation occurs.

[STORED IN]
Value above is placed into the item below, overwriting (erasing) any
value previously stored there.

[ADDED TO]
Value above is added to any value already in the item below.

[SUBTRACTED FROM]
Value above is subtracted from any value already in the item below.

[Item 1]
The item which is used for the math functions above.  This can be an
Item, Key, or Quest.

MISC

* EXIT PLAY NOW
Ends the game play immediately (no chance to save) and returns player
to initial UA menu.

PAGE 3

MULTI-ITEM CHECK

OPERATION...

[NONE]
Ignores any checks selected below.

[ALL ITEMS PRESENT]
If all items shown in the checks below are present in the party, the
item selected below is given to the party.

[ANY ONE OR MORE PRESENT]
As above, but only at least one listed item must actually be present
for the action to take place.

CHECKS 1 through 6
Select the keys or items which the party must currently have in order
for the operation to take place.  (Ignored if NONE is chosen above.)

STORE RESULT IN [item 1]
Choose an Item, Key or Quest.  Once a value is stored in this
selection, the party will have that item, or be at stage 1 of the
designated Quest.


VAULT
As with the Small Town event's Vault, this is where players may store
excess money and items.  There can only be a single "real" Vault in
the game, so anything stored in one vault becomes available from any
other vault placed into the game.

PAGE 2

PLAYER SEES [SASHA]
Small artwork is available.

PLAYER READS
Text to be displayed on entry.

* BACK UP ONE STEP WHEN LEAVING
Returns the party to its previous location if active.


WHO PAYS
This event is used to allow the player to select a party member to pay
a specified price.  If a selected party member has sufficient wealth
to pay the price, the price is deducted from the party member's
wealth, and the party has succeeded.  If the party exits without
paying, they have failed.

PAGE 2

PLAYER SEES [BARTENDER]
Small artwork is available.

PLAYER READS
Text to be displayed at start of transaction.

NEEDED FOR SUCCESS...

[IMPOSSIBLE]
No matter how much platinum is contributed, a FAILURE will result.

[SUFFICIENT GEMS]
A number of gems equivalent to the amount entered below must be
contributed for SUCCESS.

[SUFFICIENT JEWELRY]
As above, but with a jewelry contribution.

[SUFFICIENT PLATINUM]
As above, but with a platinum contribution.

AMOUNT THEY MUST PAY [0 to 10000]
Zero guarantees SUCCESS, unless IMPOSSIBLE is chosen above. 
Otherwise, this amount must be contributed for a SUCCESS result.

TELEPORT DESTINATION
The party is only teleported if the SUCCESS or FAILURE (Pages 3 and 4)
result demands it.

COL/ROW [0 to 49]
Must be a valid destination in the current module.

FACING [EAST/SOUTH/WEST/NORTH]
Facing of the party in the new location.

* EXECUTE EVENT AT DESTINATION
If there is an event at the new location, it will be triggered
automatically if this option is active.  Otherwise, the party must
leave the location and return to activate the new event.

PAGE 3

ON SUCCESS
Actions on this page occur only if a SUCCESS result is obtained on
Page 2.

PLAYER READS
Text to display.

AFTER TEXT...

[DO NOTHING]
Perform no additional action.

[CHAIN]
Activate the event selected below.

[TELEPORT]
Teleport the party to the coordinates entered on Page 2.

[BACKUP ONE STEP]
Move the party back to its previous location.

SUCCESS CHAIN [no event]
Event to activate if CHAIN is selected above.

PAGE 4

ON FAILURE
Exact same functions as on Page 3, but these are only triggered if the
party fails to contribute the correct amount (or IMPOSSIBLE is chosen
on Page 2.)


WHO TRIES
For having characters pick locks, sneak across a room, force open a
door, etc.

PAGE 2

PLAYER SEES [BARTENDER]
Small artwork is available.

PLAYER READS
Text to be displayed prior to selection.

CHECK...

[ALWAYS SUCCEEDS]
No matter who tries, the attempt will be a SUCCESS.

[ALWAYS FAILS]
As above, but attempt will be a FAILURE.

[STRENGTH]
The character's strength must be equal to or greater than the number
entered below.

[INTELLIGENCE]
As above, but for Intelligence.

[WISDOM]
As above, but for Wisdom.

[DEXTERITY]
As above, but for Dexterity.

[CONSTITUTION]
As above, but for Constitution.

[CHARISMA]
As above, but for Charisma.

[THIEF-PICK POCKETS]
Character must be a Thief class and his or her PICK POCKETS skill must
be equal to or higher than the amount entered below.

[THIEF-OPEN LOCKS]
As above, but using the OPEN LOCKS skill.

[THIEF-FIND/REMOVE TRAPS]
As above.

[THIEF-MOVE SILENTLY]
As above.

[THIEF-HIDE IN SHADOWS]
As above.

[THIEF-HEAR NOISE]
As above.

[THIEF-CLIMB WALLS]
As above.

[THIEF-READ LANGUAGES]
As above.

[COMPARE TO DIE]
If selected, a die is rolled with the number of sides indicated to the
right.  The "Check" option above must be equal to the resulting number
or higher than it for SUCCESS.

[MUST HAVE]
If selected, there is no random element.  The character must have the
indicated amount in the "Check" option above or a higher amount for
SUCCESS.

[0 to 100]
The number of sides on the die, or the number the character must match
or beat in the chosen skill/statistic for SUCCESS.

% STR [0 to 100]
Only valid if STRENGTH is chosen above and 18 is entered to the left. 
This is the percentile of 18/xx strength a character must have for
SUCCESS.

NUMBER OF TRIES [1 to 100]
Number of attempts which can be made until a FAILURE is the result. 
(Really useful with a COMPARE TO DIE selection above.  Without a
random element, any given character will FAIL every try if he fails on
the first try but other characters may still try.)

TELEPORT DESTINATION
Only used if the SUCCESS or FAILURE options demand it.

COL/ROW [0 to 49]
Must be a valid destination in the current module.

FACING [EAST/SOUTH/WEST/NORTH]
Party facing in the new location.

* EXECUTE EVENT AT DESTINATION
If there is an event at the new location, it will be triggered
automatically if this option is active.  Otherwise, the party must
leave the location and return to activate the new event.

PAGE 3

ON SUCCESS
These actions are only taken if a SUCCESS result is determined on Page
2.

PLAYER READS
Text to be displayed.

AFTER TEXT...

[DO NOTHING]
Take no further action.

[CHAIN]
Active the event specified below.

[TELEPORT]
Move the party to the destination specified on Page 2.

[BACKUP ONE STEP]
Return to the party to its previous location.

SUCCESS CHAIN [NO EVENT]
Event to chain to on a SUCCESS result and if CHAIN is selected above.

PAGE 4

ON FAILURE
Same types of actions as on Page 3, except they are only triggered
with a FAILURE result on Page 2.


APPENDIX A - Item List for Starting Characters;

Under Game Settings, equipment for new characters can be defined as
"None" up through +4.  If None is selected, no equipment is received
at all for new characters.  The following lists show exactly what
equipment is received by each character class at all other levels.

Clerics - This list includes full Clerics and Cleric/Magic-Users.
Poor - Helm, Club
Modest - Shield, Ring Mail, Mace
Average - Hammer, Shield, Chain Mail, Mace
Prosperous - Shield, Plate Mail, Staff Sling, Flail
+1 - Staff Sling +1, Shield +1, Banded Mail +1, Mace +1
+2 - Helm +2, Shield +2, Hammer +2, Banded Mail +2, Mace +2
+3 - Helm +3, Shield +3, Staff Sling +3, Banded Mail +3, Mace +3
+4 - Helm +4, Staff Sling +4, Shield +4, Banded Mail +4, Flail +4

Fighters - This list includes full Fighters, Paladins, Rangers,
Cleric/Fighters, Cleric/Fighter/Magic-Users, Cleric/Rangers,
Fighter/Magic-Users, Fighter/Thieves, and Fighter/Magic-User/Thieves.
Poor - Ring Mail, Spear
Modest - Shield, Scale Mail, Broad Sword
Average - 20 Arrows, Long Bow, Shield, Banded Mail, Long Sword
Prosperous - 20 Arrows, Composite Long Bow, Plate Mail, Two-Handed
Sword
+1 - Helm +1, Shield +1, 10 Arrows +1, Composite Long Bow +1, Plate
Mail +1, Long Sword +1
+2 - Helm +2, Composite Long Bow +2, 40 Arrows +2, Shield +2, Plate
Mail +2, Long Sword +2
+3 - Helm +3, Shield +3, Composite Long Bow +3, 10 Arrows +3, Plate
Mail +3, Long Sword +3
+4 - Composite Long Bow +4, 10 Arrows +4, Helm +4, Shield +4, Plate
Mail +4, Long Sword +4

Magic-Users - This list includes only full Magic-Users (no
multi-classed characters).
Poor - 10 Darts
Modest - Dagger, 10 Darts
Average - Robe, Quarterstaff, 10 Darts
Prosperous - Robe, Cloak, Quarterstaff, 10 Darts
+1 - Cloak of Prot. +1, Bracers of AC 6, 10 Darts +1, Dagger +1
+2 - Cloak of Prot. +2, Bracers of AC 4, 40 Darts +2, Quarterstaff +2
+3 - Cloak of Prot. +3, Bracers of AC 2, 10 Darts +3, Dagger +3
+4 - Cloak of Prot. +4, Bracers of AC 2, Dart of Hornet's Nest, Dart
of Hornet's Nest, Quarterstaff +4

Thieves - This list includes full Thieves and Magic-User/Thieves.
Poor - Club
Modest - Leather Armor, Short Sword
Average - Sling, Leather Armor, Broad Sword
Prosperous - Elfin Chain, 20 Arrows, Composite Short Bow, Long Sword
+1 - 10 Arrows +1, Composite Short Bow +1, Elfin Chain +1, Long Sword
+1
+2 - Elfin Chain +2, Sling +2, Long Sword +2
+3 - Elfin Chain +3, Sling +3, Long Sword +3
+4 - Cloak of Prot. +4, Bracers of AC 2, Sling +4, Long Sword +4


APPENDIX B - Monster Effects List;

The following list describes in detail each effect which can be used
in the Monster Editor on Page 6.

SPELLS

[Blink]  This is the effect of the third level mage spell "Blink."

[Invisible]  This is the effect of the second level mage spell
"Invisibility."  It is dispelled when the invisible character attacks.

[Iron Skin]  This is the effect of the fifth level mage spell "Iron
Skin."

[Prot vs Evil]  This is the effect of the first level clerical spell
"Protection from Evil."

[Prot vs Good]  This is the effect of the first level clerical spell
"Protection from Good."

[Prot vs Evil 10 ft]  This is the effect of the fourth level clerical
spell "Protection from Evil, 10 Foot Radius."

[Prot vs Good 10 ft]  This is the effect of the fourth level clerical
spell "Protection from Good, 10 Foot Radius," (which does not actually
exist in gold box games).

[See Invisible]  This is the effect of the second level mage spell
"See Invisible."

ITEMS

[Cloak Displaced]  This is the effect generated by a Cloak of
Displacement.  The first attack upon the monster always misses, and
subsequent attacks have a -2 penalty to THAC0.

[Mirror Readied]  Allows reflection of gaze attacks from other
monsters.

PLAYer CHARS

[Constitution 19]  Allows character to regenerate one hit point per
hour.

[Dwarf AC Bonus]  Gives character bonus of +4 AC vs certain large,
clumsy monsters.

[Dwarf thac0 +1]  Character has +1 THAC0 bonus vs certain foes of
dwarves.

[Elf MR]  Elves have 90% resistance vs. sleep and charm spells.

[Gnome AC Bonus]  Gives character bonus of +4 AC vs certain large,
clumsy monsters.

[Dwarf thac0 +1]  Character has +1 THAC0 bonus vs certain foes of
gnomes.

[Half-Elf MR]  30% resistance vs. sleep/charm effects.

[Halfling Resist]  Character gets a bonus to saving throws vs wands
and spells, based on constitution.

[Rngr Gnt Bonus]  Character gets a damage bonus vs giant class
characters equal to character's ranger level.

DEFENSE BONUSES

[+3 Full Damage]  Weapons do half damage to monster unless they are +3
or better.

[+4 Full Damage]  Weapons do half damage to monster unless they are +4
or better.

[Efreet Fire Res]  Immune to normal fire. Magical fire damage is at -1
per damage die.

[Elec Growth]  Monster gains 8 hit points whenever hit by electrical
attack.  Does not confer immunity to electrical attacks.

[Half Dam-Blunt]  Only takes half damage from blunt weapons (like a
club).  All other weapons do normal damage.

[Half Dam-Cut]  Like above, but cutting weapons (sword, etc).  All
other weapons do normal damage.

[Half Dam Mag Wp]  Like above vs. magical weapons.  All other weapons
do normal damage.

[Half Dam Weapons]  Like above, but vs. ALL weapons.

[Immune All Weap]  Monster takes no damage from melee or missile
attacks.

[Immune Disease]  Cannot be diseased (via spell or mummy)

[Immun Drag Brth]  Cannot take damage from dragon breath effects.

[Immun Norm Weap]  Takes no damage from non-magical weapons or from
attacks by monsters under 5 hit dice.

[Immune Paralyze]  Cannot be paralyzed.

[Immun Psn/Paral]  Cannot be paralyzed or poisoned.

[Immun Slep/Chrm]  Unaffected by sleep and charm spells.

[Immune to Cold]  No damage from cold attacks like CONE OF COLD.

[Immune to Elec]  No damage from Lightning & similar electrical
attacks.

[Immune to Fear]  No effect from Cause Fear, Dragon Fear.

[Immune to Fire]  No damage from fire effects (fireball,etc.)

[Immune to Weap <+2]  Takes no damage from weapons less than +2 and
monsters with fewer than seven hit dice.

[Immune to Weap <+3]  Takes no damage from weapons less than +3 and
monsters with fewer than nine hit dice.

[Iron Golem MR]  Healed by Fireballs, Slowed for 3 rounds by
Lightning. Immune to ALL other spells.

[Prot vs Gaze]  Cannot be affected by Gaze attacks.

[Rakshasa MR]  Unaffected by spells lower than 8th level.

[Res Fire & Cold]  Takes half damage from fire or cold if saving throw
failed; no damage if saving throw made.

[Troll Get Up]  Monster comes back to life with full hit points 3-6
rounds after being killed, if not slain by fire or acid and nobody is
standing where monster was standing when slain.

[Troll Regen HP]  All damage is regenerated at the rate of 3 HP per
combat turn.

ATTACKS

[+2D6 Fire Dam]  If attack #2 hits, target takes 2-12 extra points of
magical fire damage; target may save for half damage.

[+4D6 Fire Dam]  If attack #2 hits, target takes 4-24 extra points of
magical fire damage; target may save for half damage.

[Marilith Attack]  The first six attacks from attack #1 each round do
damage as different weapons: the first is a 2-Handed Sword +4; the
second is a Bastard Sword +4; the third is a Long Sword +4; the fourth
is a Scimitar +4; the fifth is a Dagger +4; and the sixth is a Spear
+4.

[Beholder Attack]  These attacks are in addition to normal attacks.
The monster may make up to four of the following magical attacks:
"disintegrate" vs a target within a range of 2; "flesh to stone" vs a
target within a range of 3; "death ray" vs a target within a range of
4; "cause serious wounds" vs a target within a range of 5; "fear" at
any target(s) in sight; "slow" at any target(s) in sight; and "sleep"
at any target(s) in sight.

[Blak Pud Attack]  If attack #1 or attack #2 hits, target's armor (if
any) has its bonus permanently reduced by 1 instead of taking normal
damage; chain mail or worse is dissolved when it reaches -1 bonus;
banded or plate mail is dissolved when it reaches -2 bonus.  If target
is not wearing armor, target takes normal damage from the attack.

[Charm Gaze]  Separate attack each round to attempt to charm a random
enemy.

[Dragon Acid]  This attack is instead of normal attacks, and may not
be used more than three times in one battle.  Monster breathes a cone
of acid, doing acid damage equal to monster's maximum hit points to
all targets within the cone; targets may save vs. dragon breath for
half damage.

[Dragon Cold]  As acid, but as cone of cold.

[Dragon Fear Att]  This attack takes effect at the beginning of a
battle.  All opponents with fewer than three hit dice are paralyzed
(unable to move or attack, but still taking damage normally) for 4-6
rounds if they fail to save vs spells; opponents with three to five
hit dice have -2 THAC0 and damage penalties for 4-6 rounds if they
fail to save vs. spells; opponents with six or more hit dice are
unaffected.  Opponents must save vs each monster with this effect, but
the effects of multiple failures are not cumulative.

[Dragon Fire]  As acid, but like a cone of fire.

[Dragon Lightnin]  As acid, but lightning bolt effect (including
rebounds off walls).

[Dragon Poison]  As acid, but poison cloud.

[Drain 1 Level]  Successful attacks remove one level (permanent until
RESTORED) from victim, along with associated hit points, spells, and
similar abilities.

[Drain 2 Levels]  As above, but 2 levels per attack.

[Ghoul Para Att]  If attack #1 hits, target must save vs poison or be
paralyzed for 10 rounds.  While target is paralyzed, target will be
slain by any attack.

[Gorgon Attack]  This attack is instead of normal attacks, and may
only be used up to four times per battle.  All targets within the cone
of effect muse save vs petrification or turn to stone.

[Hell Hound Brth]  This attack is in addition to normal attacks, and
may be used every round.  The target takes 7 points of fire damage (3
points if saving throw vs dragon breath is made).

[Lethal Poison]  Save vs. poison on a successful attack #2 or be
poisoned.

[Mummy Disease]  If attack #1 or attack #2 hits, target is afflicted
with a rotting disease and cannot be healed by cure wounds spells
until the disease is cured.  Target will suffer a loss of charisma
over time from the disease, and will die in 1-6 months, if not cured.

[Mummy Fear Aura]  At beginning of a battle, all foes of the monster
must save vs poison or be paralyzed for 1-4 rounds.  While victims are
paralyzed, they will be slain by any attack.

[Owl Bear Hug]  If attack #1 hits with a die roll of 18 or better,
target is held in the monster's grasp.  The target cannot move away,
and monster does 2d8 crushing damage to target each round, instead of
normal damage.
 
[Paralyze Attack]  If attack #2 hits, target must save vs poison or be
paralyzed for 10 rounds.

[Paralyze Gaze]  This attack is in addition to normal attacks.  Target
must save vs petrification with a bonus of +3 or be paralyzed for 10
rounds.

[Paralyze on Hit]  Whenever attack #1 or attack #2 hits, target must
save vs poison or be paralyzed for 10 rounds.

[Petrify Attack]  Save vs. Petrification on successful attack or be
turned to stone.

[Petrify Gaze]  This attack is in addition to normal attacks.  Target
must save petrification or have "Iron Golem MR" effect or be turned to
stone.

[Phase Spdr Poison]  Save vs. Lethal Poison at -2 or die.

[Carrion Stench]  Whenever it's monster's turn to move, all opponents
adjacent to monster must save vs spells or suffer a -2 THAC0 penalty.

[Rnd Bonus Atts]  Each round, monster has a 75% chance of doing two
attacks with attack #2 and a 25% chance of doing four attacks with
attack #2.

[Sham Mnd Engulf]  Whenever attack #1 hits twice in one round, the
target is engulfed.  The target may not move away from the monster,
the monster will attack the target twice each round for 2-16 points of
damage (instead of normal attacks), and, in 2-4 rounds, the target
will suffocate and die.

[Umber Hulk Gaze]  This attack is in addition to normal attacks.  The
target must be adjacent to the monster.  If the target fails to save
vs spells, the target is confused for 3-12 rounds.  This attack is not
reflectable.

HAZARDS

[Reflectble Gaze]  Gaze attack can be reflected back to the monster by
readied mirrors and Silver Shields.

[Slew Blesd Blts]  Instantly killed if hit by a Blessed Crossbow Bolt
- no saving throws or immunities apply.

[Vuln To Fire]  1 extra point of damage per die taken from all
fire-based attacks.


APPENDIX C - Temple Spells;

The following spells (with their NORMAL prices) are available in
Temples.  Spell levels are cumulative, so a Temple set to Level 4
spells also includes spells from levels 1 through 3.

Levels 1 & 2
Cure Light Wounds -- 20 Platinum

Level 3
Cure Blindness -- 200 Platinum
Cure Disease -- 200 Platinum
Remove Curse -- 700 Platinum

Level 4
Neutralize Poison -- 200 Platinum
Cure Serious Wounds -- 70 Platinum

Level 5
Cure Critical Wounds -- 120 Platinum
Raise Dead -- 1100 Platinum

Level 6
Heal -- 1000 Platinum
Stone to Flesh -- 400 Platinum

Level 7
Restoration -- 1500 Platinum
Resurrection -- 2000 Platinum

APPENDIX D - ITEM LIST

ITEM LIST
The follow list shows all items available in the game and their
REGULAR prices. Prices can be modified almost everywhere to range from
FREE to various divisions of the regular price to REGULAR to various
multiplications of the regular price up to 100 times the regular
price.  When items (even those found or given as Treasure) are sold to
a shop, the player receives half price for it.

Prices are shown in parenthesis and are in platinum pieces.

+0 WEAPONS A
20 Arrows (40), Battle Axe (2), Hand Axe (2), Composite Short Bow
(30), Composite Long Bow (50), Long Bow (24), Short Bow (6), Club (2),
Light Crossbow (4), Dagger (2), 10 Darts (20), Flail (2), Halberd (4),
Hammer (2), 5 Javelins (10), Mace (4), Morning Star (2), Military Pick
(4), Awl Pike (2), 20 Bolts (40)

+0 WEAPONS B
Scimitar (6), Sling (2), Spear (2), Quarter Staff (2), Staff Sling
(2), Bastard Sword (10), Broad Sword (4), Long Sword (6), Short Sword
(4), Two-Handed Sword (12), Trident (2)

+0 ARMOR
Belt (2), Boots (2), Cloak (2), Robe (2), Banded Mail (36), Chain Mail
(30), Helm (6), Leather Armor (2), Plate Mail (160), Ring Mail (12),
Scale Mail (18), Shield (6), Elfin Chain (100), Mirror (8)

+1 WEAPONS
10 Arrows +1 (60), Battle Axe +1 (1000), Composite Short Bow +1
(1400), Composite Long Bow +1 (1600), Light Crossbow +1 (1400), Dagger
+1 (200), 10 Darts +1 (200), Flail +1 (1600), Hammer +1 (1000), 2
Javelins +1 (1600), Mace +1 (1200), 10 Bolts +1 (60), Scimitar +1
(800), Sling +1 (1400), Quarter Staff +1 (800), Staff Sling +1 (1600),
Long Sword +1 (1000), Short Sword +1 (800), Two-Handed Sword +1
(1000), Trident +1 (800)

+2 WEAPONS
10 Arrows +2 (120), Battle Axe +2 (2000), Composite Short Bow +2
(3000), Composite Long Bow +2 (3600), Light Crossbow +2 (3000), Dagger
+2 (600), 10 Darts +2 (500), Flail +2 (3600), Hammer +2 (2400), 2
Javelins +2 (4000), Mace +2 (1800), 10 Bolts +2 (120), Scimitar +2
(2400), Sling +2 (3000), Quarter Staff +2 (1600), Staff Sling +2
(3600), Long Sword +2 (2000), Short Sword +2 (1600), Two-Handed Sword
+2 (2000), Trident +2 (1600)

+3 WEAPONS
10 Arrows +3 (180), Battle Axe +3 (3600), Composite Short Bow +3
(5000), Composite Long Bow +3 (6000), Light Crossbow +3 (5000), Dagger
+3 (1000), 10 Darts +3 (2400), Flail +3 (3200), Hammer +3 (3200), 2
Javelins +3 (6000), Mace +3 (4000), 10 Bolts +3 (180), Scimitar +3
(4000), Sling +3 (5000), Quarter Staff +3 (2800), Staff Sling +3
(6000), Long Sword +3 (3600), Short Sword +3 (2800), Two-Handed Sword
+3 (3600), Trident +3 (2800)

+4 WEAPONS
10 Arrows +4 (240), Battle Axe +4 (5000), Composite Short Bow +4
(4000), Composite Long Bow +4 (5000), Light Crossbow +4 (4000), Dagger
+4 (4000), 10 Darts +4 (2000), Flail +4 (3200), Hammer +4 (4000), 2
Javelins +4 (10000), Mace +4 (8000), 10 Bolts +4 (240), Scimitar +4
(8000), Sling +4 (4000), Quarter Staff +4 (4000), Staff Sling +4
(5000), Long Sword +4 (5000), Short Sword +4 (4000), Two-Handed Sword
(5000), Trident +4 (4000)


+5 WEAPONS
10 Arrows +5 (300), Battle Axe +5 (8000), Composite Short Bow +5
(8000), Composite Long Bow +5 (10000), Light Crossbow +5 (8000),
Dagger +5 (8000), 10 Darts +5 (3200), Flail +5 (11000), Hammer +5
(12000), 2 Javelins +5 (20000), Mace +5 (12000), 10 Bolts +5 (300),
Scimitar +5 (12000), Sling +5 (8000), Quarter Staff +5 (6000), Staff
Sling +5 (10000), Long Sword +5 (8000), Short Sword +5 (6000),
Two-Handed Sword +5 (8000), Trident +5 (6000)

+1, +2 ARMOR
Cloak of Prot +1 (4000), Banded Mail +1 (1800), Chain Mail +1 (1400),
Helm +1 (1000), Leather Armor +1 (800), Plate Mail +1 (2000), Ring
Mail +1 (1000), Scale Mail +1 (1200), Shield +1 (1000), Elfin Chain +1
(3000), Cloak of Prot +2 (8000), Helm +2 (2000), Leather Armor +2
(3000), Plate Mail +2 (4200), Ring Mail +2 (2400), Scale Mail +2
(2700), Shield +2 (2000), Elfin Chain +2 (5000)

+3, +4 ARMOR
Cloak of Prot +3 (12000), Banded Mail +3 (5600), Chain Mail +3 (5000),
Helm +3 (3200), Leather Armor +3 (5000), Plate Mail +3 (6200), Ring
Mail +3 (2800), Scale Mail +3 (3200), Shield +3 (3200), Elfin Chain +3
(8000), Cloak of Prot +4 (16000), Banded Mail +4 (14000), Chain Mail
+4 (12000), Helm +4 (4800), Leather Armor +4 (10000), Plate Mail +4
(8200), Ring Mail +4 (5600), Scale Mail +4 (6400), Shield +4 (4800),
Elfin Chain +4 (12000)

SPECIAL A
Cloak of Prot +5 (20000), Banded Mail +5 (24000), Chain Mail +5
(20000), Helm +5 (7000), Leather Armor +5  (20000), Plate Mail +5
(11000), Ring Mail +5 (10000), Scale Mail +5 (8000), Shield +5 (7000),
Elfin Chain +5 (20000), Fine Long Bow (10000), 2 Blessed Bolts (2000),
Dart of Hornet's Nest (3000), Cloak of Displacement (7000), Silver
Shield +3 (6400), Silver Shield +4 (14000), Belt of Prot +3 (12000),
Girdle of Giant Strength (1000), Periapt of Health (4000)

SPECIAL B
Javelin of Lightning (1200), Stone of Good Luck (10000), Necklace of
Missiles (1200), Eyes of Charming (9600), Bracers AC 6 (4800), Bracers
AC 4 (7200), Bracers AC 2 (9600), Long Sword vs Giants (2200), Vorpal
Long Sword (20000), Drow Long Sword +1 (2), Drow Long Sword +3 (2),
Drow Long Sword +4 (2), Drow Chain +1 (2), Drow Chain +3 (2), Drow
Chain +4 (2), Fine Long Bow +2 (16000), Gauntlets of Ogre Power
(6000), Light Crossbow Cursed -3 (1000)
Note that DROW items should not be able to be purchased in a game to
keep with "normal" Drow practices.  This is one reason why their items
are so cheap.  Another is that Drow items normally dissolve in
sunlight.

RINGS
Ring (200), Ring of Vulnerability (800), Ring of Prot +1 (4000), Ring
of Prot +2 (5000), Ring of Prot +3 (6000), Ring of Prot +4 (7000),
Ring of Prot +5 (8000), Ring of Cold Resistance (2000), Ring of
Electric Immunity (2000), Ring of Fire Resistance (2000), Ring of
Invisibility (3000), Ring of Blinking (2000), Ring of Wizardry
(20000), Ring of Prot From Evil (2000)

WANDS
Wand of Ice Storm (8000), Wand of Fireballs (6400), Wand of Lightning
(6400), Wand of Magic Missiles (14000), Wand of Paralyzation (10000)

POTIONS
Potion of Speed (180), Potion of Healing (160), Potion of Extra
Healing (320), Potion of Invisibility (200), Potion of Giant Strength
(560), Elixir of Youth (4000)


SCROLLS
Scroll of Prot Dragon Breath (8000)
Cleric Scroll 3 Spells (2520) - 7th Level: Restoration, Resurrection,
Restoration
Cleric Scroll 3 Spells (2520) - 7th Level: Destruction, Energy Drain.
6th Level: Blade Barrier
Mage Scroll 3 Spells (1800) - 5th Level: Hold Monsters, Fire Touch,
Iron Skin
Mage Scroll 3 Spells (2160) - 6th Level: Death Spell, Globe of
Invulnerability, Stone to Flesh
Mage Scroll 3 Spells (3480) - 7th Level: Delayed Blast Fireball. 9th
Level: Monster Summoning, Power Word Kill
Mage Scroll 3 Spells (6000) - 3rd Level: Dispel Magic. 2nd Level:
Stinking Cloud. 3rd Level: Invisibility, 10' Radius
 
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