POOL OF RADIANCE: RUINS OF MYTH DRANNOR TM Demo A Dungeons & Dragons Forgotten Realms Adventure Installing the Demo System Requirements Uninstalling the Demo Starting the Demo Single Player Demo Quit Credits Main Menu Game Information Technical Support POOL OF RADIANCE: RUINS OF MYTH DRANNOR TM is a Dungeons & Dragons fantasy role-playing game set in Myth Drannor, the death-shrouded ruins of a once great city, where elves and dwarves had come together to create a monument to art, beauty, friendship and peace. They thought their city would flourish forever. They were wrong. Now it is a time of turmoil in the FORGOTTEN REALMS world: the old leaders and heroes have come and gone; the ruined region is rife with conflict. A new power has risen, bringing with it a threat to all of Faerûn. Enter your adventurers - hearty men and women, a party formed of mutual interests and the desire to Set Things Right. Something evil has awoken in Myth Drannor. Will you be the ones to stop it? Installing the Game Before you get started, please make sure your system meets the minimum system requirements listed below. You must install the Pool of Radiance demo to your hard drive in order to play this game. To install the demo, double click the Setup.exe. Follow all on-screen prompts to complete the installation. System Requirements To run POOL OF RADIANCE: RUINS OF MYTH DRANNOR Demo you need the following minimum system requirements: Windows 95/98 or Millennium Edition (ME) Pentium II 400 Mhz PC or compatible 350 MB of hard disk space 64MB RAM 8X CD-ROM 3-D video card with D3D support including Voodoo 2 (12 MB) or higher, TNT 1 (16MB) or higher, Geforce series, and Radeon Series DirectX compatible sound card Windows(95/98/Me compatible pointing device) In addition to the basic system requirements, the game requires that DirectX 8.0a or higher be installed to your hard drive. DirectX 8.0a is not included with the Pool of Radiance Demo. The following are the recommended system requirements: Windows( 95/98 or Millennium Edition (ME) Pentium III 500 Mhz PC or compatible 128 MB RAM 8X CD-ROM 3D sound card **Pool of Radiance does not support anti-aliasing. If you are having graphics problems, we recommend you turn it off in your video driver settings. Uninstalling the Demo Select Settings from the Windows Start menu and select Control Panel. In the Control Panel, select Add/Remove Programs, left-click on Pool Demo and click on the Add/Remove button. Starting the Demo The game can be started by opening the Start menu, selecting programs, choosing the folder where the demo was installed and clicking on the POOL OF RADIANCE: RUINS OF MYTH DRANNOR Demo program item. For complete and specific "how to play" information, please refer to the appropriate sections of this document. Once the introductory movie has played, the POOL Demo Main Menu appears. Single Player Game Let the adventure begin! This brings up the Single Player Menu panel. Choose New Game to start the demo. Select Main Menu to return to the main menu of the game. Slide Show Select this button to see a slide show of other areas of the game. Quit Exit the game and return to your Windows desktop. Who is the Dungeon Master? The Dungeon Master is your guide to the dark passages and forgotten secrets of Myth Drannor. He will describe the items you find and the areas you explore, communicating with you mostly through text on the screen, but occasionally through spoken dialogue as well. As your characters perform actions, he informs you of their results. Sometimes the information he provides is brief and quickly scrolls off the bottom of your screen. For example, as the Dungeon Master is running combat, successes and failures alike are reported and discarded rapidly. But be assured, any vital information he gives you can be read at your own pace, typically in the upper right hand corner of the screen. You would be wise to pay attention to the Dungeon Master. Amidst his narratives will be many clues, vital to solving the mysteries of the Pool of Radiance! Cursors The mouse is used to control almost all aspects of the game. The cursor changes as you move the mouse, to reflect the action that will be taken if you left-click on that area. For example, the Move cursor appears when you run the mouse over land the party can walk to, but it changes to the Use cursor when the mouse passes over a barrel that you can smash or search. Right-clicking on an area will either give you more possible actions, additional information on the item, area or character you are clicking on or information about the selected character, known as the Character Menu. Move When the Move cursor is active, left-click to send the selected character, or party, to the designated spot. If you right-click while the Move cursor is active, you bring up the Character menu for the active character. If the characters walk, travel takes longer, but there is more of a chance of the party noticing important details such as monsters waiting in ambush. Pressing the Right Shift key toggles Run mode on and off. When characters run, they move much more quickly, but are more likely to be surprised by monsters. Even when a character is running, they are assumed to be actively searching the area for clues. Pressing the Left Shift key toggles Move and Act mode on and off. When this mode is on, you can initiate actions from a distance, and your characters will move to that location and then perform the action. When this mode is off, your characters will approach items or objects that are clicked on but will not perform any further action unless directed to afterwards. During Combat, different movement rules apply. Transition The Transition cursor signifies a movement between levels in the game, such as going up and down stairs between dungeon levels. Whenever the cursor is placed over an object that allows you to move between areas of the game(such as stairs), the cursor will change to a doorway. Left-clicking on such an object, or right-clicking and selecting the option from the pull down menu will cause the game to transition to the next level. Use The Use cursor appears over objects that can be used in some way. Left-click to initiate the most likely action - for example opening the door. Right-click to display additional possible actions. If the party is standing outside a wooden door with an inset, small, barred window, the possible actions might include "open," "look" and "break open." The Use cursor will only be present if you are standing next to an object that can be interacted with in some way, unless the Move and Act mode is on. Objects that can be picked up, such as treasure, can be left-clicked with the Use cursor to open up the Treasure Screen. Right-clicking on the treasure icon will display what the treasure contains. Target The Target cursor appears when an action, such as a skill being used or a spell being cast, needs to designate a target. The Target cursor will have a X through it if the area under the cursor is not a valid target for the skill or spell. Left-click with the Target cursor on a valid subject to use the skill or spell, or right-click to cancel the action completely. Talk Most of the time, NPCs will talk to you when you approach them. If you wish to initiate a conversation, move the mouse over the NPC. The Talk cursor will appear over any NPC the party can talk to. Left-click to talk to the NPC or right-click to find out more information about them. If the Talk cursor does not appear, the NPC has nothing more to say to you at this time, but you would be wise to come back later and try again. Certain NPCs will have new things to tell you at later points in the game, so remember those figures who seem to possess a wealth of knowledge as you run across them. When you have the opportunity to speak to an NPC, the dialogue appears in the upper right of the screen while your conversation options appear in the lower left. Select one of the options to direct the conversation onto that topic. Left-clicking on the responses will forward you onto the next piece of the dialogue. Use the Space Bar to continue the dialogue and bring up further topics. As the conversation progresses, some options previously available will vanish while new ones appear. Talk to the locals whenever you can. They will have valuable information for you, items to possibly sell or trade, or favors to ask . People will know that your party has been adventuring in the area, so don't hesitate to go back to someone you've already talked with to see if they have advice for your current endeavors. Attack The Attack cursor appears both inside and outside of combat when the cursor passes over a hostile NPC. During combat, the cursor only appears when the selected character is close enough to the target to launch an immediate attack or if Move and Act is turned on. Outside of combat, you can left-click on any hostile NPC in the area with the Attack cursor to begin combat. If you right-click, limited information about the target is displayed. Note: a left-click on a sword cursor may also cause an enemy to initiate dialogue and such dialogues often result in combat - but you may find out a useful tidbit or two. But be careful, allowing an enemy to draw you into a long conversation may result in more enemies joining the ensuing combat. Trade At times you will be given the option to trade with other characters. Placing the cursor over the person to trade with will bring up the trade menu. Items may be bought by left-clicking and dragging them onto the appropriate character in your party. To sell items, left-click on your party member who wishes to sell items, then left-click and drag the item to the trader. The gold you receive for the sale will be added to the total party gold. Right-clicking on any item in the trader's inventory will display information about the item and its cost. No Option When the No Option cursor appears, nothing can be done with that area. It cannot be moved, used or attacked. If you left-click, nothing happens; if you right-click, the Character menu appears. Select The Select arrow appears over game interfaces like control panels and other selectable objects on the screen such as your party members. Left-click to select whatever is under the cursor. Indicators Indicators are on-screen overlays that provide more information for you. Most indicators are turned off by default, except during combat. To turn indicators on, simply press the Left Alt key. This will display a set of colored rings that correspond to the character's color on their health bar. The number of rings give you an idea of how healthy the character is: three rings means within 1/3 of full health, two rings means within 2/3 of full health, and one ring means the character is on their last 1/3 of hit points and nearing unconsciousness. Loot Icons Throughout the course of the game players will encounter a vast array of treasure. To help players identify what type of treasures they may have found, loot icons have been placed in the game. There are three basic types of loot icons: the sword and shield icon, the coin icon, and the bag of gems icon. The sword and shield icon refers to weapons or armor that may be present in the pile. The coin icon refers to gold. The bag of gems icon refers to a mixed assortment of coin, wands, staves, potions, gauntlets, boots, and other non-weapon related items. Right-clicking on any loot icon will reveal the contents in the pull down menu. Hotkeys Hotkeys are shortcuts for often-used interface items. For example, pressing a number between 1 and 6 selects the corresponding character. Other shortcuts include: Tab Brings up the basic popup menu for the selected character. Backslash (\) Brings up the Character Sheet for the selected character. s Brings up the Skills popup menu for the selected character i Brings up the Inventory popup menu for the selected character a Brings up the Arcane Spells popup menu for the selected character, if the character can cast Arcane spells d Brings up the Divine Spells popup menu for the selected character, if the character can cast Divine spells c Brings up the Combat Options popup menu for the selected character (in combat only) Left Shift Toggles Move and Act mode on and off Right Shift Toggles Run mode on and off Left Alt Toggles Indicators on and off Right Alt Toggles dice rolls on and off Numpad Enter Toggles Group Movement mode on and off when the party is not in combat Esc Skips a movie in progress; brings up the In-Game menu Space Bar Skips a movie in progress; advances dialogue; skips the rest of the current character's turn in combat F1 Shows in-game keymap p Pauses/Unpauses a movie in progress Arrow keys Provides secondary control of the camera, allowing you to change your view of the map, separate from your party's movement. In addition to these hotkeys, you can map commonly performed actions to the function keys (F2 - F10). Each character can have up to 9 hotkeys assigned to commonly used spells, skills, or combat abilities. To map a function key to an action, simply press and hold the CTRL key along with the function key you wish to map to (F2 - F10). The In-Game Menu Click on the Pool of Radiance symbol in the left control panel to pause the game and open the In-Game Menu. From here can exit the Demo. Resume Game This exits the In-Game Menu and returns to play. Keeping Track of Quests As your party adventures and encounters other inhabitants of Myth Drannor, a variety of quests will be offered to your characters, ranging from simple favors to solving the mystery of the Pool of Radiance itself. In order to keep track of your progress on various missions, you can access the Quest Log by clicking on the book icon in the left control panel. This pauses the game. On the left side of this screen is a list of your current Quests, missions you have not yet finished. Click on a quest's name to view the latest information your party has encountered so far relating to that quest. You can use the arrow buttons to scroll either the quest list or the quest details. You may also review quests you have completed by clicking on the Review Accomplishments section of the quest log. When you are finished, click on Close to return to the Adventure screen. Telling Time Although the problems in Myth Drannor are quite urgent, there is no specific date by which all problems must be resolved. Therefore, game time is tracked only as a series of day and night cycles. The third icon in the left control panel shows the relative position of the sun, giving you the approximate time of day. Also, the lighting of the world changes as dusk turns to night and dawn to day. When the sun goes down, be wary, for sinister monsters flourish in the shadows. Unless you need to travel by night, you may wish to rest in a secure location, safe from the chill hands of the undead. Viewing the Maps As your party travels the world, maps of the areas you explore are automatically created. You can view these maps at any time by clicking on the Map icon in the left control panel. This brings up the Maps screen. The map of the area you are presently exploring is shown by default, or you can click on Current Map to bring it up in the Map window. Click on World Map to bring up the map of Myth Drannor, showing how much you have explored thus far. The region's name appears at the top of the screen. You can zoom in and out on the map by clicking the + and - symbols, and you can scroll around by left-clicking and dragging the map to reveal the areas you are interested in. You can also view other maps within a multi-level dungeon or building by clicking on the arrows located to the right of the Map View window. You can add a notation flag to the map by left-clicking on the Note icon (a flag) and dragging the flag to the place on the map you wish to label. Releasing the flag opens a text window, where you can type in any comments you have. This text may be no more than four lines worth of type on the screen. To read the notes you've made, right-click on the flag on the map and the window appears. You can read the notes, or you can edit them by backspacing through existing text and inserting new notes. You can move the location of a flag that is already placed by left-clicking on it and dragging it to the new location. To delete a flag you've placed, left-click on it and drag it off the map. Managing Your Party The panel in the lower right corner of the Adventure screen allows you to keep an eye on your party's health and control their movement by selecting the leader and setting a movement formation. You can also order your party to rest from this panel. Party Health The colored bars on the left of the panel display each character's health.. If a character's bar is full, they have all their hit points. As the character takes damage, the bar lowers. If the bar empties, the character has fallen unconscious and may soon be dead. Keep in mind that just because two characters' bars are the same level doesn't mean they both have the same number of hit points remaining. If a Fighter has a maximum of 60 hit points and a Sorcerer has a maximum of 30 hit points, and their bars are both at half, the Fighter has 30 hit points remaining, while the Sorcerer has only 15! Characters can gain back hit points by resting or being healed. You can use the health bars to select individual characters, simply by clicking on them. You may also use them to target a character with a skill or a spell; select the skill or spell, then target the cursor over the health indicator of the character you wish to affect. Follow the Leader The leader of the party is indicated by a triangle under their health bar. The leader is the active member of the party, and when the characters are in Group Formation, described below, they follow the leader wherever he or she goes. You can make any character the leader of the party by clicking and dragging the triangle underneath their health bar. Players may find some advantages in choosing who is the leader of their party. Rest for the Weary In order to heal and regain spells, characters must rest. The party always rests for eight hours at a time, unless disturbed. If they are not awakened prematurely, they will be fully healed and have regained all spells. It is assumed that watch is rotated among the members of the party. If your party is disturbed while sleeping, the character on watch is awake and available for combat immediately. Others wake up according to a combination factors, including whether they are attacked and injured. Once they awaken, they can join combat immediately. Note that a character who is already awake may strike a non-damaging blow on his or her turn to awaken another party member. This is a Combat Option. Since Myth Drannor is a monster-infested ruin, not everywhere is a safe place to rest! The closer you are to monster lairs or other danger zones, the more likely your party will be awakened in the night by a sneak attack. The Rest icon (tent) in the lower right panel switches color as the area becomes more safe to rest in. Red icons indicate areas so unsafe that your party cannot sleep. Yellow indicates an area you can rest in, but is still susceptible to ambushes. When the icon is green, usually inside structures, shelters, caves, or other hidden enclosures, it is completely safe to camp. Knowing Your Characters Understanding and utilizing your characters' individual abilities will be a key part of success or failure during your quest. In particular, taking the time to become familiar with the menu system will save valuable seconds in combat later. The Character Menu You can have full access to your characters' skills, abilities and inventory at any time simply by right-clicking on their miniatures on the Adventure Screen. This opens the Character menu for the selected character, with their name, current hit points and armor class. From this menu you can also select from one of the options explained below. Keep in mind that some options are not available at all times. For example, the Combat Options menu is only available during combat, and some spells and skills can only be used in combat, or only when the character is not in combat. Spells or skills that can only be used in combat will only show up in a player's list during such an occurrence. Character Sheet The Character Sheet is the place where you can check out your character's inventory, spells, skills, feats, special class abilities, and vital game statistics. It is also the place where you can find the Drop icon, which allows you to remove items from your inventory, and the row of party miniatures along the bottom of the screen, which let you quickly switch between Character Sheets or trade items among party members. However, such swapping between characters may only be performed outside of combat. Remove from Party This option removes the selected character from the party. Any of the character's items that are not first moved to other party members are taken with them. Characters that are removed from the party often remain in the area for a short time, just in case you change your mind. However, characters that you create and later remove from the party will wander off in search of other opportunities for adventure if you leave the area (for example, going to another level of the dungeon). These characters are lost forever. [I]nventory If you select [I]nventory, a submenu appears, breaking the character's inventory down into its subcategories: Weapons, Armor and Magical Items (potions, rings, wands, etc). Choosing one of these submenus opens a list of the specific items in that character's inventory. Once that list is on the screen, selecting an item acts as it would from the Inventory window of the Character Sheet. For example, if you choose as follows: Inventory / Weapons / Long Sword, the game swaps the long sword for the weapon the character is currently using. Now the character is armed with the long sword. Similarly, if you select a potion, the character drinks it, or if a scroll is chosen, the character reads it. Keep in mind that some items, such as wands and staves, must be equipped before they can be used. To use such an item you may have to select it twice from the Magical Items section...once to equip it and a second time to use its power. Currently worn and wielded items appear with a + sign next to the name. Items whose name might be longer than the pull down window can be moused over to extend the name of the item in a floating window. [S]kills This brings up a list of the currently usable skills for the character. Select a skill from the list, then click on a target on the Adventure Screen to use the skill. A character's skills depend on his or her class and level. [D]ivine and [A]rcane Spells Similar to the Skills option, these choices bring up lists of the character's available spells, if any, organized by level, in both types of magic. The number of spells available to the character is set by their level, class and ability scores. Click on a spell name to cast the spell. [C]ombat Options This menu item is only available during combat. Your Character's Backpack Each character is assumed to be carrying a backpack that holds their items and equipment. This pack is represented in the game by an inventory grid of squares displaying the backpack 's contents. If a character's grid ever becomes full, a 2nd page is created, accessed by the down arrow to the right of the grid. In order to move objects from one page to the other , you must first make room in the destination page, drop the item you want to move, and then pick it up again. Multiple pages can exist depending on how much equipment that character is currently holding. Once you are in your inventory, you can use and manipulate inventory items in several ways. Using Items To equip a character, drag an item from the inventory grid onto your character's paper doll. Items such as armor and boots automatically appear on the character. If the character is already wearing the sort of item being equipped, the two are swapped, and the item previously being worn is placed in inventory. The same rule applies to weapons, wands and shields: one swaps for the other. Two-handed weapons are a special case: equipping a two-handed weapon may cause both a one-handed weapon and a shield to go into inventory. Bows are considered two-handed weapons. Items such as rings and amulets must be placed in appropriate "in use" boxes associated with the part of the body such items are worn on. In the case of putting on an amulet, if one is already being worn, the two swap. The player may also drag a ring to a particular hand slot, and if that slot already has a ring on it, the two swap, as with amulets, etc. Potions are useable simply by selecting the item from your inventory and dragging it onto the paper doll. Other consumable items, such as salves and scrolls, must be used from the main game screen, using the Magical Items submenu under Inventory. Items that cannot be equipped nor consumed are assumed to be in your character's hand when they are needed. For example, if a key is needed to open a locked box, and you have the key, simply right-clicking on the box gives you the option to open the box. If you try to open the box and you don't have the right key, the Dungeon Master will let you know that a special key is needed. Once doors or objects that require a key have been opened, the key is automatically removed from your inventory. Certain items cannot be used by select classes. If you ever try to equip an item for which your class is restricted from using, a dialogue box will appear informing you of this fact and the item will not be equipped. To trade an item from one character to another, click on the item in inventory, and drag it to the miniature of the target character. To drop an item, drag it to the Drop icon. This removes the item from inventory and leaves it on the ground. Keep in mind that items that you drop may not be there when you return. It might be better to find someone to sell your excess items to, rather than lose them to the local inhabitants. Be careful what you sell! Merchants stay in business by reselling items - an item you choose to sell may not be available to purchase back later. Encumbrance All items have both bulkiness and weight. When a character is carrying too much weight it slows them down, making it hard for them to react with much speed and agility. This is known as encumbrance. The larger a character's encumbrance, the more slowly and awkwardly they move around in combat. One way to manage your party's encumbrance is to sell your extraneous equipment whenever possible. Gold does not add to encumbrance. Entering Combat & Initiative Combat is entered when one or more of the party members ventures within range of an enemy, either deliberately or accidentally, or when you initiate an attack by clicking on an opponent with the Attack cursor, or sometimes when conversations turn unfriendly. Combat is a special case of the Individual formation. If the party is grouped, it immediately enters combat in the formation in which it was set. Once the party is in Individual formation (or if it already is), gameplay becomes "timed initiative based," with the turn order determined by initiative die rolls. At the beginning of each combat, initiatives are rolled for every combatant in the combat, adjusted according to their Initiative bonus. The initiative order that is generated lasts for the entire combat. It can be seen at the upper left of the Adventure screen, with red dragon-head icons representing enemy attackers in the initiative order. The currently active character is highlighted. In order to maintain the pace of the combat, each character is allotted a certain amount of time in which to take an action. A thin green line underneath the cursor that shrinks as the time counts down represents this. If the time window expires before an action is chosen, the game moves on to the next character in the initiative order, ending the current character's turn. This time window can be set in the Game Setting panel. For a list of possible combat actions, see below. Combat Actions There are many different things your characters can do during combat. A partial list includes: * Move * Attack * Defend * Cast a spell * Use an item * Go into inventory * Awaken a party member * Use a skill (including Heal) Most of these options are accessible from the character popup menus. Tab opens the Character Menu, S opens the Skills menu, I opens the Inventory menu and D and A open the Divine and Arcane spells menus. Press C during combat to open the Combat Options menu, detailed below. Note: Items cannot be picked up during combat. Bear this in mind when deciding to drop something from the Inventory screen. The Combat Options Menu The Combat Options menu is available during combat on each character's turn by pressing C or by right-clicking on the selected character and selecting Combat Options from the Character Menu. It lists possible combat actions besides simply moving or attacking. Defend This option instructs the character to concentrate on his or her own defense. This grants the character a +4 bonus to their Armor Class for that round, making them harder to hit. Delay This option delays the character's turn until the end of the combat round. This can be a strategic choice; sometimes going first isn't as valuable as going last. For example, you might delay the actions of your Fighter until after your Sorcerer has cast her sleep spell. This allows the Fighter to attack an opponent that wasn't affected by the spell, instead of an enemy at random. Any character that delays, however, will always act at the new place in the initiative order unless they use the Refocus ability explained below. Refocus This option requires the character to give up all actions and movement for that turn while they look around and appraise the flow of the battle. After they complete this action, the character moves up in the initiative count, and is positioned as if they had rolled a 20 on their initiative roll. This advantage remains until the end of the combat. Awaken Party Member This option allows the character to awaken another party member who is sleeping either because of a magical effect, or because of a surprise attack while the party is camped for rest. Awakening a party member requires the character to strike a non-damaging blow, so the character must be fairly close to their intended target. Special Combat Options In addition to the options described above, other choices may be available in the Combat Options menu as special attacks. Movement in Combat During combat, movement is different from normal play. The Move cursor is used to indicate whether a specific destination is within the character's movement range for that turn. If the Move icon is a walking stick figure with a plus sign, the area is within the character's range which enables the character to still take an action such as making an attack or a second move. If the Move cursor is a walking stick figure, without a plus sign, moving to the selected area will take all the character's actions for that turn. If the Move cursor becomes a running stick figure, moving to that area will cause the character to run the maximum distance they can move in a round. Characters that run lose their Dexterity bonus to AC for that round. If the Move cursor turns to the No Option cursor, the distance is too far for the character to travel in one turn. Special Combat Situations There are several special circumstances that can arise during combat allowing a combatant to get off a special attack. Often these attacks do more damage than normal attacks. Attacks of Opportunity In melee, if an opponent breaks off combat to take another action (cast a spell, fire a missile weapon, use an item), the attacking monster or character receives a "free" attack, known as an Attack of Opportunity. These can be devastating to your party if you don't take care to avoid them whenever possible. Keep your spellcasters out of hand-to-hand combat, and have your Fighters focus on a single opponent until the they are killed before moving on to the next. Note that pivoting in place to face another opponent does not constitute breaking off fighting in this way, and therefore does not result in an Attack of Opportunity. Sneak Attacks All attacks by Rogues against an opponent who does not receive a Dexterity bonus to Armor Class are called Sneak Attacks and do extra damage to their target. (Note that in the first round of combat, the opponent receives no Dexterity bonus if attacked before its initiative has come up.) It is easiest to get off a Sneak Attack by making sure the target is engaged in combat with one or more of your party before bringing in your Rogue to attack their undefended back. Critical Hits If any attacking character rolls within the threat range for the weapon they are using (usually a natural 20), followed by another successful attack roll, he or she is assumed to have made a "Critical Hit." Like Sneak Attacks, Critical Hits require that the character be able to locate the target's vital organs in order to deal extra damage to an opponent, potentially killing them in a single blow. Creatures such as constructs and undead, however, lack vital organs and are immune to this extra damage. There are some common weapons that only require a 19 to initiate a critical threat, and the Improved Critical feat can decrease that minimum threat number to 17! Character Damage and Death A character does not die immediately when his or her hit point total reaches zero or lower. Someone whose hit point total goes negative is still alive, but unconscious and bleeding. If the character is bleeding, or losing hit points, he or she must be tended to quickly to prevent bleeding to death. A bleeding character loses one hit point per round until bandaged or otherwise stabilized; there is a 10% chance each round for a bleeding character to stabilize naturally. When a character reaches -10 hit points they die. Successful use of the Heal skill or a healing spell will stabilize a character that is dying. If healing spells increase the character's hit point total to greater than zero, the hurt character becomes healed enough to resume fighting. You can ascertain the status of a fallen character by right-clicking on them on the Adventure Screen. Dead characters can only be brought back to life by casting a Raise Dead or Resurrection spell; normal healing spells will not bring them from 'dead' to 'unconscious.' When a combat ends, characters that are bleeding and unconscious must be treated immediately, or they may still die. An unconscious but stabilized character must rest or be healed with spells or salves to become conscious again. Other lasting effects, such as poison, paralysis, fear, and so on either remain with the affected character until removed, or do progressively more damage until the character's hit point total reaches zero. At that point, unconsciousness occurs and the effect remains present. Characters so affected must have the effect removed directly by a Cleric. If a party member does die, you can choose to remove the character from the party using the right-click Character menu. However, if you do this, the character disappears from the game and can never be raised or reclaimed. A dead character can be raised if the party finds the appropriate spell, or if a powerful NPC can be found to cast the spell. Gaining Experience Experience points (XP) measure how much your character has learned and how much he or she has grown in personal power. Your character earns XP by defeating monsters and other opponents, by successfully solving quests, and by using some skills, like Open Locks. The Dungeon Master will tell you when your characters earn experience. When your character's XP total at least reaches the minimum for a new character level, he or she goes up a level. A character can only advance one level at a time. If, for some extraordinary reason, a character gains enough XP to advance two or more levels at once, he or she instead advances one level and gains just enough XP to be 1 XP short of the next level. All characters can advance up to 16th level in any one class, with a combined multiclass level cap of 32. Most characters have only one class, and when such a character achieves a new level, it is a new level in that class. If your character has more than one class or wants to acquire a new class, however, you choose which class goes up one level. The other classes stay at the previous level. See the multiclass rules following, for more information. When your character goes up a level, you are asked to choose either to raise up one of the character's existing classes, or to start a new class entirely. Once you make your choice, several changes may occur. The character's base attack bonus or base save bonus may improve. Your character gains hit points equal to a random roll of the hit die for their class, plus or minus their Constitution modifier (but never less than 1). Spellcasting characters gain the ability to cast more spells as they advance in levels. (In the appendix are "Spells per Day" tables for each spellcasting class, showing how many spells of a given level a character can cast.) Also, many characters gain feats or new special abilities as they advance in levels. If your character has just achieved 4th, 8th, 12th or 16th level, you will also be instructed to raise one of his or her ability scores by 1 point. (It is okay to go above 18.) For a multiclass character, it is the overall character level, not the class level, that counts. Multiclass Characters All characters start out with a single class. However, whenever a character gains a level, you may choose to increase the level of their class or pick up a new class at 1st level. The character gains all the features of the new class, as well as a Hit Die of the appropriate type. For example, when Garrick, your 3rd level human Fighter, amasses 6,000XP, you can choose to have him either become a 4th level Fighter, or add a class and become a 3rd level Fighter/1st level Rogue, for example. If he becomes a Rogue, when Garrick has 10,000XP, you can choose to make him a 4th level Fighter, a 2nd level Rogue, or take a different class at 1st level. Thus, multiclassing improves a character's versatility, but at the expense of focus. Developing and maintaining skills and abilities in more than one class is demanding. If any two of your multiclass character's classes are 2 or more levels apart, your multiclass character suffers a -20% XP penalty for each class that is not within 1 level of his most experienced class. These penalties apply from the moment the character adds a class or raises a class's level too high. For instance, a 4th level Sorcerer/3rd level Rogue gets no penalty, but if that character raises his Sorcerer level to 5th, then he receives the -20% penalty from that point on until his levels are nearly even again. A race's favored class does not count against the character for purposes of the -20% XP penalty. Also, when determining whether a multiclass character's classes are even, do not count the character's favored class. A dwarven 7th level Fighter/2nd level Cleric suffers no penalty, nor does he when he adds 1st-level Rogue to his classes since his Cleric and Rogue classes are only 1 level apart. Note that in this case Cleric counts as his highest class, not Fighter, because Fighter is favored for dwarves. A human's or half-elf's highest-leveled class is always considered his or her favored class. Weaponry Your party's effectiveness in combat is dependent on the quality of their weapons and their skill in using them. The types of weapons a character can use are based on class. Armor The armor your characters wear can make a big difference in whether they survive a battle, or end up being carried home on their shields. Effective protection isn't simply a matter of finding the thickest, strongest armor your character can carry. You must also take into account whether the benefits for wearing heavier armor outweigh the penalties. Magic Items Along the course of adventuring, characters will encounter a multitude of magical items, from magical suits of armor to enchanted weapons, wands, staves, potions, etc. Magical items that have charges, or a limited number of uses, will have this number listed in parenthesis after the item's name (i.e. wand of cure light wounds (10)). Many items need to be equipped before they can be used, such as armor, weapons, wands, staves, gauntlets, rings, amulets, and boots. Spell Library The POOL OF RADIANCE: RUINS OF MYTH DRANNOR Demo supports the D&D 3rd edition spell system as closely as possible. Sorcerers have spells that are learned through inborn talent. Sorcerers of the same level may have different spells, depending on the choices made during spell selection at the beginning of each level. Clerics, Rangers and Paladins have deities that they pray to for spells, and the number of spells they know is set by class and level. Each time a caster chooses to cast a spell, you must select a spell from the spell menu (press A or D to bring up this menu as appropriate). The number of spells available at each level is listed. Once all of a character's spells for a level have been cast, he or she must rest to regain the ability to cast more at that level. A character's spell selection may also be limited by circumstance; some spells can only be cast in combat, for example. Some spells have durations that last while a character is within combat, or even after it has ended. These durations are represented by six different persistent spell effects that float above a character's head. Players can look at the different types of spell effects to gauge whether a spell is having a beneficial or negative result, whether they are charmed, held, or silenced. The following are the six persistent spell effects and a sample of the types of spells that fall under their category: Persistent Spell Graphic Type of Effect Sample Spells Black-Green Cloud Negative Effect Bane, Fear, Prayer on Enemies Yellow Halo Positive Effect Bless, Divine Power, Cat's Grace White Swirling Circle Lack of Movement Paralysis, Hold Person White Cloud Ability Penalty Silence, Blindness, Slow Red Stars Charmed Charm Person, Dominate Person Class Information Charts Barbarian Attack Fort. Ref. Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Rage once per day; Fast Movement 2 +2 +3 +0 +0 Uncanny Dodge (Dex bonus to AC) 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Rage 2(/day 5 +5 +4 +1 +1 Uncanny Dodge (can't be flanked) 6 +6/+1 +5 +2 +2 7 +7/+2 +5 +2 +2 8 +8/+3 +6 +2 +2 Rage 3(/day 9 +9/+4 +6 +3 +3 10 +10/+5 +7 +3 +3 11 +11/+6/+1 +7 +3 +3 12 +12/+7/+2 +8 +4 +4 Rage 4(/day 13 +13/+8/+3 +8 +4 +4 14 +14/+9/+4 +9 +4 +4 15 +15/+10/+5 +9 +5 +5 16 +16/+11/+6/+1 +10 +5 +5 Rage 5(/day Cleric Attack Fort. Ref. Will -Spells per Day- Level Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 1 0 +2 +0 +2 Turn Undead 3 2 - - - - - - - 2 +1 +3 +0 +3 4 3 - - - - - - - 3 +2 +3 +1 +3 4 3 2 - - - - - - 4 +3 +4 +1 +4 5 4 3 - - - - - - 5 +3 +4 +1 +4 5 4 3 2 - - - - - 6 +4 +5 +2 +5 5 4 4 3 - - - - - 7 +5 +5 +2 +5 6 5 4 3 2 - - - - 8 +6/+1 +6 +2 +6 6 5 4 4 3 - - - - 9 +6/+1 +6 +3 +6 6 5 5 4 3 2 - - - 10 +7/+2 +7 +3 +7 6 5 5 4 4 3 - - - 11 +8/+3 +7 +3 +7 6 6 5 5 4 3 2 - - 12 +9/+4 +8 +4 +8 6 6 5 5 4 4 3 - - 13 +9/+4 +8 +4 +8 6 6 6 5 5 4 3 2 - 14 +10/+5 +9 +4 +9 6 6 6 5 5 4 4 3 - 15 +11/+6/+1 +9 +5 +9 6 6 6 6 5 5 4 3 2 16 +12/+7/+2 +10 +5 +10 6 6 6 6 5 5 4 4 3 Fighter Attack Fort. Ref. Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Bonus feat 2 +2 +3 +0 +0 Bonus feat 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Bonus feat 5 +5 +4 +1 +1 6 +6/+1 +5 +2 +2 Bonus feat 7 +7/+2 +5 +2 +2 8 +8/+3 +6 +2 +2 Bonus feat 9 +9/+4 +6 +3 +3 10 +10/+5 +7 +3 +3 Bonus feat 11 +11/+6/+1 +7 +3 +3 12 +12/+7/+2 +8 +4 +4 Bonus feat 13 +13/+8/+3 +8 +4 +4 14 +14/+9/+4 +9 +4 +4 Bonus feat 15 +15/+10/+5 +9 +5 +5 16 +16/+11/+6/+1 +10 +5 +5 Bonus feat Monk Attack Fort. Ref. Will Unarmed Unarmed AC Unarmored Level Bonus Save Save Save Special Attack Bonus Damage* Bonus** Speed*** 1 0 +2 +2 +2 Evasion, Stunning Attack, +0 1d6 +0 30 ft. Unarmed Strike 2 +1 +3 +3 +3 Deflect Arrows +1 1d6 +0 30 ft. 3 +2 +3 +3 +3 Still Mind +2 1d6 +0 40 ft. 4 +3 +4 +4 +4 +3 1d8 +0 40 ft. 5 +3 +4 +4 +4 +3 1d8 +1 40 ft. 6 +4 +5 +5 +5 +4/+1 1d8 +1 50 ft. 7 +5 +5 +5 +5 Wholeness of Body, +5/+2 1d8 +1 50 ft. 8 +6/+1 +6 +6 +6 +6/+3 1d10 +1 50 ft. 9 +6/+1 +6 +6 +6 Improved Evasion +6/+3 1d10 +1 60 ft. 10 +7/+2 +7 +7 +7 Ki Strike (+1) +7/+4/+1 1d10 +2 60 ft. 11 +8/+3 +7 +7 +7 Diamond Body +8/+5/+2 1d10 +2 60 ft. 12 +9/+4 +8 +8 +8 +9/+6/+3 1d12 +2 70 ft. 13 +9/+4 +8 +8 +8 Diamond Soul, Ki Strike (+2) +9/+6/+3 1d12 +2 70 ft. 14 +10/+5 +9 +9 +9 +10/+7/+4/+1 1d12 +2 70 ft. 15 +11/+6/+1 +9 +9 +9 Quivering Palm +11/+8/+5/+2 1d12 +3 80 ft. 16 +12/+7/+2 +10 +10 +10 Ki Strike (+3) +12/+9/+6/+3 1d20 +3 80 ft. *Small Monks deal less damage (see Table A-4a: Small Monk Damage and Speed). **This figure plus the Monk's Wisdom modifier are added to the Monk's AC (if this figure plus the Monk's Wisdom modifier is not a bonus, do not add it). The AC bonus is 1/5 the Monk's level. ***Halfling and dwarven Monks are slower (see below for Small Monk Damage and Speed). Small Monk Damage and Speed Level Damage Speed 1-2 1d4 20 ft. 3 1d4 25 ft. 4-5 1d6 25 ft. 6-7 1d6 35 ft. 8 1d8 35 ft. 9-11 1d8 40 ft. 12-14 1d10 45 ft. 15 1d10 55 ft. 16-17 2d6 55 ft. 18-20 2d6 60 ft. Paladin Attack Fort. Ref. Will -Spells per Day- Level Bonus Save Save Save Special 0 1 2 3 4 1 +1 +2 +0 +0 Divine Grace, Lay on Hands - - - - - 2 +2 +3 +0 +0 Aura of Courage, Smite Evil - - - - - 3 +3 +3 +1 +1 Turn Undead - - - - - 4 +4 +4 +1 +1 1 - - - - 5 +5 +4 +1 +1 1 - - - - 6 +6/+1 +5 +2 +2 1 1 - - - 7 +7/+2 +5 +2 +2 1 1 - - - 8 +8/+3 +6 +2 +2 2 1 - - - 9 +9/+4 +6 +3 +3 2 1 - - - 10 +10/+5 +7 +3 +3 2 1 1 - - 11 +11/+6/+1 +7 +3 +3 2 1 1 - - 12 +12/+7/+2 +8 +4 +4 2 1 1 1 - 13 +13/+8/+3 +8 +4 +4 2 1 1 1 - 14 +14/+9/+4 +9 +4 +4 3 2 1 1 - 15 +15/+10/+5 +9 +5 +5 3 2 1 1 1 16 +16/+11/+6/+1 +10 +5 +5 3 2 2 1 1 Ranger Attack Fort. Ref. Will -Spells per Day- Level Bonus Save Save Save Special 1 2 3 4 1 +1 +2 +0 +0 1st favored enemy - - - - 2 +2 +3 +0 +0 - - - - 3 +3 +3 +1 +1 - - - - 4 +4 +4 +1 +1 - - - - 5 +5 +4 +1 +1 2nd favored enemy - - - - 6 +6/+1 +5 +2 +2 1 - - - 7 +7/+2 +5 +2 +2 1 - - - 8 +8/+3 +6 +2 +2 1 - - - 9 +9/+4 +6 +3 +3 1 - - - 10 +10/+5 +7 +3 +3 3rd favored enemy 1 1 - - 11 +11/+6/+1 +7 +3 +3 1 1 - - 12 +12/+7/+2 +8 +4 +4 1 1 1 - 13 +13/+8/+3 +8 +4 +4 1 1 1 - 14 +14/+9/+4 +9 +4 +4 2 1 1 - 15 +15/+10/+5 +9 +5 +5 4th favored enemy 2 1 1 1 16 +16/+11/+6/+1 +10 +5 +5 2 2 1 1 Rogue Attack Fort. Ref. Will Level Bonus Save Save Save Special 1 0 +0 +2 +0 Sneak Attack +1d6 2 +1 +0 +3 +0 Evasion 3 +2 +1 +3 +1 Sneak Attack +2d6, Uncanny Dodge (Dex bonus to AC) 4 +3 +1 +4 +1 5 +3 +1 +4 +1 Sneak attack +3d6 6 +4 +2 +5 +2 Uncanny Dodge (can't be flanked) 7 +5 +2 +5 +2 Sneak attack +4d6 8 +6/+1 +2 +6 +2 9 +6/+1 +3 +6 +3 Sneak attack +5d6 10 +7/+2 +3 +7 +3 Improved Evasion 11 +8/+3 +3 +7 +3 Sneak Attack +6d6 12 +9/+4 +4 +8 +4 13 +9/+4 +4 +8 +4 Sneak Attack +7d6 14 +10/+5 +4 +9 +4 15 +11/+6/+1 +5 +9 +5 Sneak Attack +8d6 16 +12/+7/+2 +5 +10 +5 Sorcerer Attack Fort. Ref. Will -Spells per Day- Level Bonus Save Save Save 0 1 2 3 4 5 6 7 8 1 +0 +0 +0 +2 5 3 - - - - - - - 2 +1 +0 +0 +3 5 4 - - - - - - - 3 +1 +1 +1 +3 5 5 - - - - - - - 4 +2 +1 +1 +4 5 6 3 - - - - - - 5 +2 +1 +1 +4 5 6 4 - - - - - - 6 +3 +2 +2 +5 5 6 5 3 - - - - - 7 +3 +2 +2 +5 5 6 6 4 - - - - - 8 +4 +2 +2 +6 5 6 6 5 3 - - - - 9 +4 +3 +3 +6 5 6 6 6 4 - - - - 10 +5 +3 +3 +7 5 6 6 6 5 3 - - - 11 +5 +3 +3 +7 5 6 6 6 6 4 - - - 12 +6/+1 +4 +4 +8 5 6 6 6 6 5 3 - - 13 +6/+1 +4 +4 +8 5 6 6 6 6 6 4 - - 14 +7/+2 +4 +4 +9 5 6 6 6 6 6 5 3 - 15 +7/+2 +5 +5 +9 5 6 6 6 6 6 6 4 - 16 +8/+3 +5 +5 +10 5 6 6 6 6 6 6 5 3 Sorcerer Spells Known -Spells Known- Level 0 1 2 3 4 5 6 7 8 1 5 2 - - - - - - - 2 5 2 - - - - - - - 3 5 3 - - - - - - - 4 5 3 1 - - - - - - 5 5 4 2 - - - - - - 6 5 4 2 1 - - - - - 7 5 5 3 2 - - - - - 8 5 5 3 2 1 - - - - 9 5 5 4 3 2 - - - - 10 5 5 4 3 2 1 - - - 11 5 5 5 4 3 2 - - - 12 5 5 5 4 3 2 1 - - 13 5 5 5 4 4 3 2 - - 14 5 5 5 4 4 3 2 1 - 15 5 5 5 4 4 4 3 2 - 16 5 5 5 4 4 4 3 2 1 Credits: Stormfront Studios Game Design: Mark Buchignani, Ken Ecklund, Sarah W. Stocker Programming Special Effects & Interface: David Yee Multiplayer Engine & Gameplay: M. Asad-uz-zaman, Jason Hail, Ken Vollmer Graphics Engine: Paul Melamed, Jamie Davis Animation Engine: Mark Danks, David Yee Gameplay Engine: Ken Vollmer, David Yee, Daryl O'Rourke Pathfinding & Collision Systems: Bart Presnell, Jim Short Dialogue Engine: David Yee, Mark Buchignani Tools: Daryl O'Rourke, Lance Groody, Jamie Davis Additional Programming: Alyssa Finley, Kenneth Hai-ping Chao, Lex Chesler, Paul Skibitske, Richard Weeks Art: Art Direction: Sergio Lobato Character Design: Sergio Lobato, Jeff Weir, J.R. Jones Character Modeling & Animation: Jeff Weir Environmental Design: J.R. Jones, Martin Servante Environments: J.R. Jones, Martin Servante, David Clemons Dungeon Design & Execution: David Clemons Interface: Jay Fitt Special Effects: Jeff Weir Additional Layout & Design: Larry Rosenthal Additional Art: Scott Foust, Jay Davis Sound Audio Director: Andrew Boyd Music: Andrew Boyd, Robb Mills Vocals: Susan Marie Brecht, Mark Petrakis, Katherine Antheil Vocal Samples courtesy of Spectrasonics "Symphony of Voices" Sound Design: Andrew Boyd, Robb Mills Casting & Voice Direction: Reed Evans Voice Recording & Editing: Robb Mills, Michael Barrett Featuring the voices of: Brandi Catanese, Brian Vouglas, Gary S. Martinez, Kevin Blackton, Lucas McClure, Mark Petrakis, Maureen McVerry, Maya Roth, Mordecai O'Brien, Charles Paris, Roger Jackson, Rosanna Ferrera, Sheila Rahnama, Susan Marie Brecht, Tim Redmond, Valerie de Jose, Elizabeth Lansing Writing Lead Writer: Sarah W. Stocker Co-writer: Ken Ecklund Story Consultant: Jim Ward Story & Dialogue: Sarah W Stocker, Ken Ecklund Additional Writing: Sean Lynn, Jack Mayer, Mark Buchignani Encounter Design: Mark Buchignani, Jack Mayer, Sean Lynn, Richard Wagenet Executive in Charge of Development: Don Daglow Product Management: Jim Hanson, Alyssa Finley, Mark Buchignani, Lance Groody, Hudson Piehl Production Assistant: Jeanne Young Stormfront Testing: Phil Gurevich, Sean Madden Cinematics (Cinematic Art by Cyberlore Studios, Inc.) Lead Cinematic Artist: David White Cinematic Artists: Michael Clarke, Scott LeBlanc, David Stokes Special Thanks: Steve Borstead, Fred Aquino, Chris Carr, Adrian Earle, Ralf Knoesel, Gary Brubaker, David Bunnett, Robin Joss, Katie Kelly, Jaia Sun-Childers, Tim Larkin, Donna Buchignani, Emily Chen, Michele, Audrey and Natalie Piehl, I would like the thank my wife, Cindi, for being my wife, For Mr & Dr Stocker - see, all that D&D paid off!, Heather Austin-Weir, Jerry, Bobby, Phil, Mickey, Billy & Brent - Thanks for all the motivation Uses Bink Video. Copyright (C) 1997-2001 by RAD Game Tools, Inc. Uses Miles Sound System. Copyright (c) 1991-2001 by RAD Game Tools, Inc MPEG Layer-3 playback supplied with the Miles Sound System from RAD Game Tools, Inc. MPEG Layer-3 audio compression technology licensed by Fraunhofer IIS and THOMSON multimedia. 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