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- From: mcscs1amh@dct.ac.uk
- Newsgroups: comp.sys.amiga.games
- Subject: EYE OF THE BEHOLDER STRATEGY
- Message-ID: <1993Jan21.104431.2963@dct.ac.uk>
- Date: 21 Jan 93 10:44:31 GMT
- Organization: Dundee Institute of Technology
- Lines: 1944
-
- STRATEGY
-
-
-
- Many elements make up the strategies the party will use in EYE OF THE
-
- BEHOLDER These elements include: the characters that make up the party,
-
- the mechanics and tactics of combat, the equipment and spells used by the
-
- party the NPCs that support the party the monsters the party fights, and
-
- the techniques used to solve puzzles.
-
-
-
- The Characters
-
-
-
- There are many strategies for putting together an effective party of
-
- characters. Certain combinations of character classes and race are
-
- more effective than others.
-
-
-
- Single-Class vs. Multi-Class
-
-
-
- Non-human characters can be multi-classed characters, but that does not
-
- mean that they must be multi-class characters. Single-class characters
-
- have a number of advantages over multi-classed characters with the same
-
- amount of EXP.
-
-
-
- Single-class fighters have several advantages. With the same amount of
-
- EXP, they will average many more HP and have a better chance to hit than
-
- multi-class fighter combinations.
-
-
-
- Single-class clerics and mages will gain higher level spells much sooner
-
- than multi-class cleric or mage combinations. Spell casters become much
-
- more useful when they reach 5th level and can cast the 3rd level spells
-
- Fireball and Create Food.
-
-
-
- Characters can more effectively specialize in EOB than in other AD&D
-
- computer role playing games. With careful play, rear rank characters
-
- will seldom get into melee combat. This makes a single-class mage a
-
- viable character by reducing the effect of his limited abilities in
-
- melee. Also, the real time nature of EOB means that a character can only
-
- do one thing at a time; a character's ability to do many different
-
- things is often not as important as the ability to do one thing very
-
- well.
-
-
-
- The advantages of multi-classed characters are obvious, they combine
-
- the abilities of several different classes of character in one. Thus,
-
- fighter/mage can both melee effectively and cast spells, though he can
-
- do neither as well as a single-class fighter or mage with the same
-
- amount of EXP. Multi-classed characters are often useful to add an
-
- additional capability to a party, such as thieving skills or additional
-
- clerical healing spells.
-
-
-
- Racial Advantages
-
-
-
- Because of the monsters and situations in EOB, certain race/class
-
- combinations are very effective. The following are some specific types
-
- of characters and their advantages.
-
-
-
- Dwarven Fighter: A dwarven fighter with a high constitution has a high
-
- resistance to poison, which makes it much easier to fight giant spiders.
-
- A dwarf fighter can also have a Constitution of 19, which can further
-
- increase his HP. A dwarf also allows the party to read the writing on the
-
- wall in the dwarvish levels of the game.
-
-
-
- Human Paladin: Only humans can he paladins. Paladins can fight as well
-
- as any fighter, plus they have the ability to heal by laying on hands
-
- and, they have the ability to cast some low level clerical healing
-
- spells when they reach ninth level.
-
-
-
- Elven Mage: A single-class mage gains levels swiftly and will quickly
-
- gain the ability to cast useful spells like Fireball. An elven mage
-
- with a high dexterity has a high AC, which makes it easier to survive
-
- stray thrown weapons. As a mage, an elf's maximum constitution of 17
-
- does not limit his HP and his maximum dexterity of 19 can increase his
-
- AC. As mages cannot wear armor to increase their AC, a high dexterity
-
- is essential to a mage. An elf also allows the party to read the writing
-
- on the wall in the drow levels of the game.
-
-
-
- Human, Half Elven, or Elven Cleric: A single-class cleric swiftly gains
-
- levels and the ability to cast useful spells like Create Food. Humans,
-
- Half Elves and Elves can all have a maximum wisdom of 18 (thus gaining
-
- the maximum bonus spells) and have no level restrictions in this game.
-
-
-
- Half Elven Fighter/Mage/Cleric: This is the character with the most
-
- diverse talents in the game. This character can use almost every item in
-
- the game (excluding lockpicks), and has a limited ability to fight, can
-
- cast offensive spells, and heal. Unfortunately, a half elven fighter/mage/
-
- cleric will go up levels extremely slowly, and will have very few HP for
-
- most of the game.
-
-
-
- Elven Fighter/Mage/Thief: The thiefly counterpart to the half elven jack
-
- of all trades listed before. This character can use literally every
-
- item in the game and can pick locks as well. Unfortunately, an elven
-
- fighter/mage/thief will also go up levels extremely slowly, and will
-
- have very few HP for most of the game.
-
-
-
- Gnome Cleric/Thief: A gnomish cleric/thief makes a good character to
-
- fill out a party that already has a single-class cleric. The cleric/
-
- thief gives the party additional clerical healing spells plus the
-
- thieving ability of picking locks.
-
-
-
- The Party
-
-
-
- A party should include a good mix of classes and races to deal with the
-
- many honors in EOB. The player will need to decide upon his overall party
-
- strategy before making the characters in his party.
-
-
-
- In general, a party should have at least two characters who can fight
-
- well for the front rank, a character who can cast mage spells, and at
-
- least one character who can cast clerical healing spells.
-
-
-
- Fighters
-
-
-
- The party has many choices for the two front rank characters who can
-
- fight well. Most races make reasonable fighters, and fighter, paladin,
-
- and ranger class characters can all fight well. Even single-class cleric
-
- and dual class fighter/cleric characters can be effective front rank
-
- characters in the beginning levels of the game. Also, most of the NPC
-
- characters the party meets later in the game can fight well and could be
-
- used in the front rank.
-
-
-
- Spell Casters
-
-
-
- The choice of the various spell casters is also important to the
-
- strategy of the party. One character who can cast mage spells is
-
- normally sufficient for most parties. Mages must find their higher
-
- level spells on scrolls; the supply of scrolls is limited, so it is not
-
- efficient to divide those spells among several mages in a party.
-
-
-
- It is often useful to have two characters who can cast clerical healing
-
- spells. It is important not to get caught after a battle without a
-
- conscious cleric. A conscious cleric with a few Cure Light Wounds spells
-
- can heal as many HP in hours, as a party without a conscious cleric
-
- could heal in many days of rest.
-
-
-
- Party Makeup
-
-
-
- One strategy is to create a party of specialists who go up in levels
-
- with the fewest number of EXP This party works well so long as the
-
- warriors in the front rank never let the spell casters in the rear rank
-
- get into melee.
-
-
-
- Specialist Party: Dwarven Fighter, Human Paladin, Elven Mage, and Half
-
- Elven Cleric.
-
-
-
- Another strategy is to create a party of generalists who are multi-
-
- classed characters. This party should always have some character
-
- with the appropriate skill for a situation. But, such a diverse party
-
- will take a lot of EXP to get to higher levels.
-
-
-
- Generalist Party: Dwarven Fighter/Thief, Half Elven Fighter/Cleric,
-
- Elven Fighter/Mage, Half Elven Cleric/Mage
-
-
-
- A further strategy is to have a mixed party with specialist warriors in
-
- the front rank and generalist spell casters in the rear rank. This
-
- strategy makes sure that the fighters gain levels (and HP) as quickly as
-
- possible, but that the spell casters will have a wide variety of spells
-
- available.
-
-
-
- Mixed Party: Dwarven Fighter, Human Paladin, Half Elven Cleric/Mage,
-
- Gnome Cleric/Thief.
-
-
-
- Combat Mechanics
-
-
-
- Understanding the combat mechanics used in EYE OF THE BEHOLDER allows
-
- the party to use the most effective weapons and tactics in different
-
- situations. Each character's ability in combat is defined by his AC,
-
- THAC0, and damage.
-
-
-
- AC
-
-
-
- A character or monster's difficulty to be hit is represented by his
-
- Armor Class or AC. The lower the target's AC, the harder it is to hit
-
- the target. AC is based on armor and a dexterity bonus. Some magic
-
- items also help a character's AC.
-
-
-
- THAC0
-
-
-
- A character's THAC0 represents his ability to hit enemies. THAC0 stands
-
- for To Hit Armor Class 0. This is the number a character must `roll'
-
- equal to or greater than to do damage on a target with an AC of 0.
-
- The lower the attacker's THAC0, the better his chance to hit the target.
-
- A character's THAC0 is based on his class and level.
-
-
-
- Note: the generation of a random number is often referred to as a
-
- `roll'. In determining if an attack hit, the number generated is from
-
- 1 through 20. The base roll is modified by the character's ability
-
- scores and any magic weapons.
-
-
-
- An attack is successful if the roll is greater than or equal to the
-
- attacker's THAC0 minus the target's AC.
-
-
-
- Example: A fighter with a THAC0 of 15 attacking a monster with an
-
- AC of 3 would need to roll: (THAC0 15) - (AC 3) = 12+. But to hit a
-
- monster with an AC of -2 he would need to roll: (THAC0 15) - (AC -2) =
-
- 17+
-
-
-
- Damage
-
-
-
- When a hit is scored, the attacker does damage. Damage is the range of
-
- HP loss the attacker inflicts when he hits an opponent in combat, and it
-
- depends on the attacker's strength and weapon type. The damage each
-
- weapon can do is summarized in the Weapons List.
-
-
-
- Some monsters take only partial or no damage from certain weapon types.
-
- Skeletons, for example, take only half damage from sharp or edged
-
- weapons.
-
-
-
- Attacking
-
-
-
- Characters generally engage in melee combat, which is face-to-face
-
- fighting with weapons such as swords and maces. Characters also
-
- have other options, such as casting spells and ranged combat, with bows
-
- and slings.
-
-
-
- In general, a character attacks the enemy in the front rank on his side
-
- of the screen. When there is only one enemy left in a battle, it
-
- moves to the center of the square and characters from both sides can
-
- attack it.
-
-
-
- Combat Strategies
-
-
-
- To succeed in combat, a skilled player deploys his party well, casts
-
- effective spells before and during combat, maneuvers his characters
-
- into advantageous positions, and attacks using his most powerful
-
- characters and weapons.
-
-
-
- Deploying the Party
-
-
-
- Keep the heavily-armored fighters in the front rank and the vulnerable
-
- mages and thieves in the rear ranks.
-
-
-
- Equipping the Party
-
-
-
- Equip characters in the front rank with the most powerful melee weapons
-
- you can find. See the Weapons Table to see how much damage each type of
-
- melee weapon can do. As soon as you find enough weapons, warriors should
-
- carry a one handed weapon in their primary hand and a short sword in
-
- their secondary hand.
-
-
-
- Equip characters in the rear ranks with the most powerful ranged
-
- weapons you can find. See the Weapons Table to see how much damage each
-
- type of ranged weapon can do. Spell casters should have their holy
-
- symbols and spell books in-hand, ready to cast spells.
-
-
-
- Characters who use thrown weapons should carry weapons both in-hand and
-
- in their belt pouch for quick reloading. Front rank characters who use
-
- thrown weapons may wish to carry a shield or short sword at the top
-
- of their belt pouch. This shield or short sword will be readied
-
- automatically after they attack with the last of their thrown weapons.
-
-
-
- Be sure to recover your ranged weapons after each battle and to collect
-
- all of the ranged weapons you can find. Ranged weapons get used up
-
- quickly in battle, and they may have special uses later in the game.
-
-
-
- Wounded Characters
-
-
-
- Characters who are seriously wounded should be moved out of the front
-
- rank if possible. It is much easier to heal a wounded character than
-
- it is to bring a dead character back to life.
-
-
-
- Moving and Fighting
-
-
-
- If you are exploring an area, move with the compass on the screen to
-
- facilitate mapping. If you are moving through an explored area,
-
- move with a spell menu on the screen and an attack spell showing.
-
- Always move with the Adventure Screen up, you can't fight from the
-
- Equipment or Character Screens.
-
-
-
- With both the adventure screen and spell menu up you are prepared for
-
- battle. Prepare for battle before you open any door, climb or descend
-
- stairs, or push a button that could open a door or secret wall. Monsters
-
- often lurk behind closed doors or secret walls, and monsters are always
-
- ready for combat.
-
-
-
- Remember that you can move and fight at the same time. You can move
-
- backwards to dodge an enemy melee attack. You can move sideways to dodge
-
- an enemy ranged attack. You can even run away and close a door behind
-
- you to get away from a particularly nasty fight.
-
-
-
- Fighting from the Keyboard
-
-
-
- Fighting from the keyboard takes a little more planning than fighting
-
- with a mouse. To fight effectively, quickly choose the item you want
-
- to attack with and press the U key to Use it.
-
-
-
- There are two ways to move the item high-light and choose the item you
-
- want to attack with: the A, S, W and Z item cursor keys, and the F1 - F6
-
- character selection keys. The party's equipment should be set up to take
-
- maximum advantage of the way you move the item highlight.
-
-
-
- If you use the A, S, Wand Z, item cursor keys to move the item highlight,
-
- place the six weapons the party uses most in the primary and secondary
-
- hands of the front rank characters and in the primary hands of the
-
- first two rear rank characters. Before a battle, start the item
-
- highlight on the primary hand of the character in the upper right hand
-
- comer. Practice quickly moving the item highlight in a circle through
-
- these six items, Using each item in turn. By the time the cursor gets
-
- back to the first item, that item should be ready to Use again.
-
-
-
- If you use the F1- F6 character selection keys to move the item
-
- highlight, place the four to six weapons the party uses most in the
-
- primary hands of each of the characters. Before a battle, start the item
-
- highlight on the primary hand of the character in the upper right hand
-
- corner. Practice using the F1 - F6 keys to quickly moving the item
-
- highlight in a circle through these four to six items, Using each item in
-
- turn. By the time the cursor gets back to the first item, that item should
-
- be ready to Use again.
-
-
-
- Once you can move the item highlight and use weapons quickly, add moving
-
- and casting mage spells to the combat rhythm. In general, if the combat
-
- situation requires that the party move, then interrupt your combat
-
- rhythm and move! To cast spells effectively in combat, take the first
-
- spare instant to Use a mage's spell book and open the spell menu. Resume
-
- attacking with weapons until you have another spare instant, then choose
-
- the spell level, the spell within that level, and then cast the spell.
-
- You can eliminate choosing the spell within a level if you memorize only
-
- the attack spells Magic Missile, Melf's Acid Arrow, Fireball, Ice Storm,
-
- and Cone of Cold.
-
-
-
- With a little planning and practice, you can fight as effectively with
-
- the keyboard as you can with the mouse. While the party's attacks may
-
- sacrifice some flexibility, they will gain in consistency and rhythm.
-
-
-
- Tactics
-
-
-
- The monsters on the first several levels are each designed to require a
-
- different combat strategy for maximum effectiveness. The player should
-
- try to learn different combat strategies to fight each type of monster
-
- most effectively.
-
-
-
- Level 1
-
-
-
- The monsters on level 1 do not have special abilities or weaknesses. It
-
- only requires that the party learn to melee effectively to survive.
-
-
-
- Level 2
-
-
-
- The monsters on level 2 are undead. The party should learn that these
-
- monsters can be turned by a cleric who has his holy symbol ready and
-
- in-hand.
-
-
-
- Level 3
-
-
-
- The kuo-toa have ranged attacks. The party should learn to dodge the
-
- ranged attacks before closing with the monster to melee.
-
-
-
- Level 4 & 5
-
-
-
- The giant spiders have a poisonous bite. The party should learn `shoot
-
- and scoot' tactics to keep out of melee. These tactics consist of
-
- learning to move backwards while attacking with ranged weapons and spells.
-
-
-
- Level 6
-
-
-
- The kenku have multiple ranged attacks, travels in groups, and can
-
- surround a slow moving party. The party should learn to keep dodging
-
- until the flock has expended all of its ranged attacks. The party also
-
- needs to learn to use area effect damage spells, like Fireball, to
-
- clear out the flocks quickly and to move swiftly so as not to get
-
- trapped in a corridor with foes both in front and behind.
-
-
-
- There is a wizard on level 6 that has many area effect spells. Here the
-
- party needs to learn `hit and run' tactics. These tactics are to dodge
-
- back around a corner, strike at their foe as he presents his flank, and
-
- then dodge back again as he turns to face the party. The object of this
-
- tactic is to always avoid the enemy's devastating fire power.
-
-
-
- Level 7
-
-
-
- The drow have weapons coated with a paralyzing poison and have a
-
- significant resistance to magic. The party should learn to rely on
-
- missile fire and maneuver instead of magic and melee, to defeat their
-
- foes. Once the party has learned all of these tactics, they have a
-
- chance against any of the monsters in the game. All the party has to
-
- do then is decide which tactic is most effective in each situation.
-
-
-
- Ability Scores and Other Characteristics
-
-
-
- Strength
-
-
-
- The Strength Chart lists the modifiers to melee hit probability and the
-
- damage adjustment based on the character's Strength.
-
-
-
- Strength Chart
-
-
-
- Ability Melee Hit Damage
-
- Score Probability Adjustment
-
- 3 -3 -1
-
- 4-5 -2 -1
-
- 6-7 -1 none
-
- 8-15 normal none
-
- 16 normal +1
-
- 17 +1 +1
-
- 18 +1 +2
-
- 18/01-50* +1 +3
-
- 18/51-75* +2 +3
-
- 18/76-90* +2 +4
-
- 18/91-99* +2 +5
-
- 18/00* +3 +6
-
- 19# +3 +7
-
- 20# +3 +8
-
- 21# +4 +9
-
- 22# +4 +10
-
-
-
- * These bonuses are available only to fighters, paladins, and rangers.
-
- # These scores are only possible in this game through magic.
-
-
-
- Dexterity
-
-
-
- The Dexterity Chart lists the modifiers to missile hit probability and
-
- the AC adjustment based on the character's Dexterity.
-
-
-
- Dexterity Chart
-
-
-
- Ability Missile Hit AC
-
- Score Probability Adjustment
-
- 3 -3 +4
-
- 4 -2 +3
-
- 5 -1 +2
-
- 6 0 +1
-
- 7-14 0 0
-
- 15 0 -1
-
- 16 +1 -2
-
- 17 +2 -3
-
- 18 +2 -4
-
- 19 +3 -4
-
-
-
- Constitution
-
-
-
- The Constitution Chart lists the Hit Point Adjustment that a character
-
- gets every level.
-
-
-
- Constitution Chart
-
-
-
- Ability Hit Point
-
- Score Adjustment
-
- 3 -2
-
- 4-6 -1
-
- 7-14 0
-
- 15 +1
-
- 16 +2
-
- 17 +2 (+3)*
-
- 18 +2 (+4)*
-
- 19 +2 (+5)*
-
-
-
- * These bonuses are available only to fighters, paladins, and rangers;
-
- for all other classes the maximum hit point adjustment for constitution
-
- is +2
-
-
-
- THAC0 (Also known as THWAAKO! HAHA! Mict*!)
-
-
-
- THAC0 is not an ability score, but it is an important characteristic. The
-
- THAC0 Chart lists a character's base THAC0 for his class and level.
-
-
-
- THAC0 Chart
-
-
-
- Character Level
-
- Class 1 2 3 4 5 6 7 8 9 10 11
-
- Cleric 20 20 20 18 18 18 16 16 16 14 14
-
- Fighter 20 19 18 17 16 15 14 13 12 11 10
-
- Mage 20 20 20 19 19 19 18 18 18 17 17
-
- Paladin 20 19 18 17 16 15 14 13 12 11 10
-
- Ranger 20 19 18 17 16 15 14 13 12 11 10
-
-
-
- Weapons and Armor
-
-
-
- Weapons
-
-
-
- Weapons are divided into 3 classes: melee, thrown, and fired. Melee
-
- weapons are used only in close combat, while thrown and fired weapons
-
- are used at range. Characters in the front rank can use melee and
-
- ranged weapons. Characters in the rear ranks can only use ranged
-
- weapons. Note the Classes sections starting on page 23 in the rules
-
- that limit some character classes to certain weapons.
-
-
-
- The Weapons Chart lists the weapons with their range of hit point
-
- damage versus small, medium, and large-sized creatures. The damage done
-
- by a melee weapon is adjusted by the attacking character's strength and
-
- any magical bonus the weapon may have.
-
-
-
- Weapons Chart
-
-
-
- Damage vs. Damage vs.
-
- Small & Medium Large
-
-
-
- Melee Weapons:
-
- Staff* 1-6 1-6
-
- Mace 2-7 1-6
-
- Short Sword 1-6 1-8
-
- Flail 2-7 2-8
-
- Axe 1-8 1-8
-
- Long Sword 1-8 1-12
-
- Halberd* 1-10 2-12
-
- Thrown Weapons:
-
- Rock 1-2 1-2
-
- Dart 1-3 1-2
-
- Dagger 1-4 1-3
-
- Spear 1-6 1-8
-
- Ranged Weapons:
-
- Sling&Rocks* 14 1-4
-
- Bow&Arrows* 1-6 1-6
-
-
-
- * These two-handed weapons must be used from the primaryhand.
-
-
-
- Armor
-
-
-
- Armor provides a character a base AC. The lower the character's AC, the
-
- harder it is for an attack to hit. AC is based on the character's
-
- armor and his dexterity bonus. Some magic items also help a character's AC.
-
-
-
- Note the Classes sections starting on page 23 in the rules that limit some
-
- character classes to certain types of armor. The Armor Chart lists the
-
- types of armor in E0B and the base AC they provide a character.
-
-
-
- Armor Chart
-
- Armor Type Base AC
-
- Robe 10
-
- Shield* 9
-
- Leather Armor B
-
- Scale Mail 7
-
- Chain Mail 5
-
- Banded Armor 4
-
- Plate Mail 3
-
-
-
- * A shield subtracts 1 AC from any armor it is used with. Boots, helmets,
-
- and non-magical bracers may look like armor, but they do not modify a
-
- characters AC. They can safely be left as weights on pressure plates.
-
- Magical bracers, however, can modify a characters AC.
-
-
-
- Spells
-
-
-
- Spells are an important part of a party's capabilities. The spells that
-
- the party's spell casters memorize will have an important effect on the
-
- party's tactics.
-
-
-
- In the following section, the spells have been divided into types:
-
- Offensive Spells, Defensive Spells, and Other Spells. There are specific
-
- hints on when each type of spell is most effective. Spells that are
-
- available only to clerics are marked with an *.
-
-
-
- Offensive Spells
-
-
-
- Burning Hands, *Cause Light Wounds, Shocking Grasp, *Flame Blade,
-
- Vampiric Touch, *Cause Serious Wounds and *Cause Critical Wounds: These
-
- are hand to hand magical attacks. The spell caster must be in the front
-
- rank to attack with them. Because of the time it takes to cast these
-
- spells and the vulnerability of many spell casters, they are normally
-
- the offensive spells of last resort.
-
-
-
- Magic Missile, Melf's Acid Arrow and Flame Arrow: These are ranged
-
- magical attacks that affect only one monster at a time. They allow the
-
- spell caster to attack from the safety of the rear ranks. They are the
-
- favorite offensive spells of lower level mages.
-
-
-
- Hold Person, Fireball, Lightning Bolt, Fear, Ice Storm, Cone of Cold,
-
- *Flame Strike and Hold Monster: These are ranged magical attacks that
-
- can affect several monsters in an area. Because of the damage they can
-
- do, they are often the preferred offensive spells of higher level spell
-
- casters.
-
-
-
- These area effect spells are especially effective when fighting many
-
- monsters. Look closely at the area of effect of the various spells. The
-
- spells that affect several squares are more effective against monsters
-
- that cannot attack in groups. The spells that effect a single square
-
- are most effective against monsters that attack in groups.
-
-
-
- Two of these spells take special care when they are used. If the target
-
- of an Ice Storm spell is within melee range of the party, the party will
-
- also take damage from the spell. The Hold Person spell only affects
-
- kobolds, dwarves, and drow.
-
-
-
- Defensive Spells
-
-
-
- Armor, *Protection from Evil, Shield, *Magical Vestment, *Protection
-
- from Evil 10' Radius and Stoneskin: These spells mainly provide
-
- protection against physical attacks. Cast these spells on your front
-
- rank characters just before dangerous battles. Stoneskin is often the
-
- preferred physical defensive spell of higher level spell casters.
-
-
-
- *Bless and *Prayer: These spells mainly provide protection against
-
- magical attacks. Cast these spells on your front rank characters
-
- just before dangerous battles.
-
-
-
- Healing Spells
-
-
-
- *Cure Light Wounds, *Aid, *Cure Serious Wounds, and *Cure Critical
-
- Wounds: These spells replace a character's lost HP. The Aid spell
-
- can increase a character's HP over his normal maximum value, but only
-
- increases HP temporarily. Cleric class characters should always have a
-
- few Cure Light Wounds spells memorized to quickly heal the party while
-
- resting.
-
-
-
- *Slow Poison, *Remove Paralysis, *Neutralize Poison: These spells slow
-
- or remove the effects of poison or paralysis. Keep a number of these
-
- spells memorized whenever the party is anywhere near a monster who can
-
- poison or paralyze the party.
-
-
-
- *Raise Dead: This spell will bring a character back from the dead. Keep
-
- one of these spells memorized once your cleric gets to a high enough
-
- level.
-
-
-
- Other Spells
-
-
-
- Detect Magic: This spell is very useful in evaluating the items the
-
- party picks up during the game. The spell causes all magical items
-
- carried by the party to glow blue.
-
-
-
- Invisibility and Invisibility 10' Radius: Invisibility is a useful
-
- defense for a character in the rear ranks who avoids attacking.
-
- Invisibility 10' Radius is useful to hide the entire party from mystic
-
- sensors and prying eyes.
-
-
-
- Even when the party is invisible, most monsters will sense the party's
-
- general location, though the monsters get big penalties on attacks
-
- against invisible targets.
-
-
-
- *Create Food & Water: This spell is very useful in the lower levels of the
-
- dungeon where food is scarce. Be sure to memorize this spell before
-
- the party begins starving not after!
-
-
-
- Haste: This spell is especially useful when fighting monsters who are
-
- very fast. The Haste spell allows a party to make melee attacks much
-
- faster. Cast this spell on your party just before dangerous battles.
-
-
-
- Non-Player Characters
-
-
-
- There are nine non-player characters that can join the party throughout
-
- the adventure. Some are found as bones that can be resurrected.
-
-
-
- The NPC list shows the character's class, alignment, race/gender, ability
-
- scores, and maximum hit points. The list also shows the location where
-
- you find the NPC, his initial status, and any equipment the NPC has
-
- on-hand or nearby.
-
-
-
- Tod Uphill
-
-
-
- Class: Level 5 Thief
-
- Alignment Chaotic-Neutral
-
- Race/Gender: Halfling Male
-
- Ability Scores: Str: 17 Int: 11
-
- Wis: 14 Dex: 19
-
- Con: 18 Cha: 16
-
- Hit Points: 32
-
- Location Level 1, location 2
-
- Status Dead (bones)
-
- Equipment Lockpicks
-
-
-
- Anya
-
-
-
- Class: Level 4 Fighter
-
- Alignment: Chaotic-Good
-
- Race/Gender: Human Female
-
- Ability Scores: Str: 18/59 Int: 5
-
- Wis: 11 Dex:14
-
- Con: 16 Cha: 9
-
- Hit Points: 45
-
- Location: Level 3, location 40
-
- Status: Dead (bones)
-
- Equipment: Leather Armor, Long Sword, Spear
-
-
-
- Taghor
-
-
-
- Class: Level 5 Fighter
-
- Alignment: Chaotic-Good
-
- Race/Gender: Dwarf Male
-
- Ability Scores: Str: 17 Int: 11
-
- Con: 19 Cha: 9
-
- Hit Points 45
-
- Location Level 4, location 39
-
- Status: Injured
-
- Equipment: Dwarf Helmet, Chain Mail, Axe
-
-
-
- Dorhum
-
-
-
- Class: Level 3 Fighter
-
- Alignment: Lawful-Good
-
- Race/Gender: Dwarf Male
-
- Ability Scores: Str: 18/29 Int: 13
-
- Wis: 11 Dex: 16
-
- Con: 17 Cha: 14
-
- Hit Points: 28
-
- Location: Level 5, location 27
-
- Status: Okay
-
- Equipment: Dwarf Helmet, Chain Mail, Axe, 2 Rations, Potion of
-
- Healing
-
-
-
- Ileria
-
-
-
- Class: Level 6 Cleric
-
- Alignment Lawful-Good
-
- Race/Gender: Half Elf Female
-
- Ability Scores: Str: 10 Int: 12 Wis: 9
-
- Dex: 15 Con: 17
-
- Hit Points: 52
-
- Location: Level 7, location 19A
-
- Status: Dead (bones)
-
- Equipment: Holy Symbol
-
-
-
- Beohram
-
-
-
- Class: Level 7 Fighter
-
- Alignment: Lawful-Good
-
- Race/Gender: Human Male
-
- Ability Scores: Str: 17 Int: 9 Wis: 15
-
- Dex: 13 Con: 18
-
- Cha:17
-
- Hit Points: 55
-
- Location: Level 9, location 57
-
- Status: Dead (bones)
-
- Equipment: Helmet, Holy Symbol, Plate Mail, +5 Long Sword called
-
- `Severious," Shield, Dagger
-
-
-
- Keirgar
-
-
-
- Class Level 5 Fighter
-
- Alignment: Neutral-Good
-
- Race/Gender: Dwarf Male
-
- Ability Scores: Str: 18/92 Int: 15
-
- Wis:15 Dex:12
-
- Con: 19 Cha: 17
-
- Hit Points: 45
-
- Location: Level 10, location 15
-
- Status: Injured (captive)
-
- Equipment: None
-
-
-
- Tyrra
-
-
-
- Class: Level6Ranger
-
- Alignment: Chaotic-Good
-
- Race/Gender Elf Male
-
- Ability Scores: Str: 16 Int: 14
-
- Wis: 16 Dex: 18
-
- Con: 17 Cha: 7
-
- Hit Points: 45
-
- Location: level 10, location 36
-
- Status: Dead (bones)
-
- Equipment: Skull Key
-
-
-
- Kirath
-
-
-
- Class Level 7 Mage
-
- Race/Gender: Half-Elf Male
-
- Alignment: Neutral
-
- Ability Scores: Str: 11 Int: 17
-
- Wis: 13 Dex: 18
-
- Con: 8 Cha: 12
-
- Hit Points: 21
-
- Location: Level 11, location 60
-
- Status: Dead (bones)
-
- Equipment: +2 Bracers of Defense, +5 Dagger, +2 Ring of Protection,
-
- Robe +5, Spell Book
-
-
-
- [There were pictures of each of the NPC's here but I didn't include
-
- them! BLOW ME!]
-
-
-
- Monsters
-
-
-
- Level 1
-
-
-
- Kobold: These creatures are weak alone, but they can be dangerous when
-
- they attack in packs. All types of weapons are effective against these
-
- creatures. The clerical spell Hold Person is especially effective against
-
- Kobolds.
-
-
-
- Leech, Giant: These creatures are slow and can only attack one at a time,
-
- but they are much tougher than kobolds and can do a lot more damage when
-
- they hit. All types of weapons are effective against these creatures,
-
- but a novice party might want to keep their distance and attack leeches
-
- with ranged weapons and spells.
-
-
-
- Level 2
-
-
-
- Skeleton: These creatures attack quickly and can pack together to
-
- attack as a mob. The best defense against a group of skeletons is to
-
- turn them by readying the holy symbol of the party's highest level
-
- cleric. Skeletons take half damage from piercing and slashing weapons
-
- like swords and daggers.
-
-
-
- Zombie: These creatures attack more slowly than skeletons but they too
-
- can pack together to attack as a mob. All types of weapons are
-
- effective against zombies, but the best defense against a group of
-
- zombies is to turn them by readying the holy symbol of the party's
-
- highest level cleric.
-
-
-
- Level 3
-
-
-
- Kuo-Toa: These creatures are slow and can only attack one at a time, but
-
- they can throw lightning bolts at range. When you spot a kuo-toa,
-
- sidestep its initial lightning bolt, then rush in and kill it in melee
-
- before the creature can get another lightning bolt off. All types of
-
- weapons are effective against these creatures.
-
-
-
- Flind: These creatures can only attack one at a time, but are fast and
-
- can do a lot of damage. They have a fondness for ambushes, so be ready
-
- for battle as you open doors, turn corners, and move through areas they
-
- inhabit. All types of weapons are effective against these creatures.
-
-
-
- Levels 4 & 5
-
-
-
- Spider, Giant: These creatures are extremely dangerous due to the lethal
-
- poison in their bite. These creatures can only attack one at a time, but
-
- are quick and takes several hits to kill.
-
-
-
- The best strategy when fighting a spider is to retreat and engage the
-
- spider with ranged weapons and spells. Dwarves with high constitution
-
- scores are resistant to poison and should be in the front rank in case
-
- the spider catches the retreating party. After each battle, be sure to
-
- quickly pick up your ranged weapon ammo and keep an eye out for other
-
- spiders.
-
-
-
- Your cleric plays an important role in the party's survival after a
-
- character is poisoned. If a character is poisoned, its is best to cast
-
- a Slow Poison spell on them and look for a Potion of Cure Poison, or a
-
- friendly NPC cleric with a Neutralize Poison spell.
-
-
-
- Level 6
-
-
-
- Kenku: These creatures can pack together to attack as a group and can
-
- throw two Magic Missile spells at range before they close to melee.
-
- When you spot a flock of kenku, sidestep until they have expended their
-
- Magic Missile spells. All types of weapons are effective against these
-
- creatures, but area effect spells like Fireball are the most effective
-
- way to break up their groups.
-
-
-
- There is an entire community of kenku on level 6. Groups of them will
-
- continue to attack the party as long as they are on level 6. Be careful
-
- not to get surrounded, and move swiftly through the level to complete
-
- your objectives before too many of the kenku are alerted.
-
-
-
- Level 7
-
-
-
- Drow Elf: Most drow, outside of the area covered in EYE OF THE BEHOLDER,
-
- kill strangers on sight. The drow elf community in EOB has a pact with
-
- Xanathar and are used to dealing with non-drow They may even be willing
-
- to bargain with wandering adventurers.
-
-
-
- The drow can pack together to attack as a group and have a high
-
- resistance to spells. In melee, they attack with long swords coated
-
- with a short-term paralyzing poison. Use the party's maneuverability to
-
- stay out of melee with the drow and use ranged weapon attacks against
-
- them as long as you can.
-
-
-
- Skeletal Lord: These creatures are an elite force of evil warriors
-
- created from the bones of fallen heroes. They can attack quickly, are
-
- very tough, and can pack together to attack as a group. The best
-
- defense against a group of skeletons is to turn them by readying the
-
- holy symbol of the party's highest level cleric. Skeletal lords take
-
- half damage from piercing and slashing weapons like swords and daggers.
-
-
-
- Level 8
-
-
-
- Drider: These creatures have powerful melee attacks, a high resistance
-
- to spells, and are armed with two spears that they used as ranged
-
- attacks. When you spot a drider, sidestep until he has expended his
-
- spears and then engage with ranged and melee weapons. All types of
-
- weapons are effective against these creatures, but most spells are
-
- ineffective.
-
-
-
- Hell Hound: These creatures attack with a powerful bite and by breathing
-
- fire. They are resistant to some spells. They often attack in packs, but
-
- keep sufficiently spread out to avoid area effect spells. Maneuver to
-
- keep from being surrounded All types of weapons are effective against
-
- these creatures.
-
-
-
- Level 9
-
-
-
- Displacer Beast: These creatures have powerful melee attacks and have
-
- the power to `displace' their image up to three feet from their actual
-
- location. Because of this ability, displacer beasts are difficult to hit
-
- with melee and ranged weapons, so it is best to engage them with spells.
-
-
-
- Rust Monster: These creatures have an insatiable appetite for all metal.
-
- When you encounter a rust monster, immediately move characters without
-
- metal armor to the front rank and keep retreating to protect the party's
-
- metal equipment. While retreating, engage the rust monsters with ranged
-
- weapons and spells.
-
-
-
- Level 10
-
-
-
- Mantis Warrior: These creatures are extremely fast and carry two weapons,
-
- a thrown dagger and a halberd for melee attacks. The halberd is coated
-
- with the mantis warrior's paralyzing saliva. When you spot a mantis
-
- warrior, sidestep until he has expended his dagger retreat to keep out of
-
- melee, and engage with ranged spells.
-
-
-
- Level 11
-
-
-
- Mind Flayer: These creatures are almost completely resistant to magic
-
- and their invisible psionic attack can paralyze the entire party. When
-
- a mind flayer turns to face the party, sidestep quickly to avoid its
-
- psionic attack. Retreat around corners and engage the mind flayer on its
-
- flank with ranged and melee weapons. All types of weapons are effective
-
- against these creatures.
-
-
-
- Xorn: These creatures are slow and tough, do a lot of damage when they
-
- hit, and are resistant to some spells. Engage the xorn by closing
-
- to melee, attacking, and then retreating before the xorn can execute
-
- its own powerful attack.
-
-
-
- Level 12
-
-
-
- Golem, Stone: Xanathar's stone golems are less powerful than classical
-
- golems because they are built using short cuts and non-traditional
-
- materials. Still, these monsters are extremely tough, do a lot of
-
- damage when they hit, and are resistant to most spells in the
-
- game. Engage a golem by closing to melee, attacking, and then
-
- retreating before it can execute its powerful melee attack.
-
-
-
- Beholder: Xanathar the beholder has been watching your party since
-
- you accepted the Lord's commission and knows what you are capable of
-
- doing. Defeating him will not be an easy task!
-
-
-
- Beholders are almost completely resistant to magic because of the anti-
-
- magic effects of their central eye. A beholder has ranged attacks,
-
- that can devastate the entire party. To defeat the beholder, use the
-
- tactics that have worked against other monsters, and remember the
-
- clues that you have received throughout the game.
-
-
-
- Solving Puzzles
-
-
-
- Solving puzzles is an important part of completing EYE OF THE BEHOLDER.
-
- The following are some ideas to use while trying to solve puzzles. If
-
- you are having trouble with a specific puzzle, you can get additional
-
- help in the Hints section. If you are still stumped, you can check out
-
- the answer to the puzzle in the Solutions section.
-
-
-
- Keep Track of Levers and Buttons
-
-
-
- Some puzzles are activated in one part of the dungeon and executed in
-
- another part. Record the position of any button or lever that has no
-
- obvious function. If you can't seem to get through an area, go back and
-
- change these buttons or levers one at a time to see if they make it any
-
- easier to get through.
-
-
-
- Look For Writing on the Wall
-
-
-
- If you can't seem to to get through an area, look for writing on the
-
- walls in the area. Often, writing on a side wall is difficult to
-
- spot. Some writing may only be read if the party has a character of a
-
- specific race.
-
-
-
- Look for Hidden Buttons on the Walls
-
-
-
- Always check the walls for secret and hidden buttons and bricks. Moving
-
- sideways down a wall will often make hidden buttons easier to spot.
-
-
-
- Keep Your Eye on the Compass
-
-
-
- Watch the compass as the party moves. There are a number of traps that
-
- change the party's facing. Teleporters often reveal themselves when the
-
- party's facing changes.
-
-
-
- Leave a Trail of "Bread Crumbs"
-
-
-
- If you suspect the party is being teleported when moving through an area,
-
- throw an item past the suspected teleporter. Watch the item as you move
-
- through the area. The item will `disappear' when the party teleports.
-
-
-
- Save the Game
-
-
-
- Save the game anytime you think that something could happen that would
-
- hurt the party. Save the game at the beginning of each level. If a
-
- puzzle is difficult to solve, save the game and then try different
-
- solutions. If the monsters are attacking the party thick and fast,
-
- save the game and try different strategies. If things are getting really
-
- tough, save before opening doors.
-
-
-
- Go on
-
-
-
- When all else fails, go on with the game. The party does not have to open
-
- every door, fight every monster and obtain every item to win the game.
-
- Mark down any areas that the party bypasses. If the party gets stumped
-
- in a later area, or needs an item to go on, come back and try the puzzle
-
- again.
-
-
-
- Call Freddy Kreuger's BBS! It's BACK!
-
-