Advanced Dungeons & Dragons Unlimited Adventures Designer's Guide Supplement A Technical Manual for Adventure Design by Scott D. Gries and MicroMagic Inc. Copyright 1993 Strategic Simulations, Inc. All Rights Reserved. Unlimited Adventures is Copyright 1993 Strategic Simulations, Inc. AUTHOR'S NOTES GENERAL NOTES AND ERRATA This Supplement is meant as an addition to the documentation which comes with Unlimited Adventures, not a replacement for it. Many basic features, as well as tutorials, are included in the original Designer's Guide and are not discussed here. There are several pre-drawn dungeon maps included in the Heirs to Skull Crag adventure. Look at the end of the module list for additional maps not used in the adventure. These modules all have names beginning with an asterisk (*). On the IBM version, display access will not always display correctly. Some sprites and pictures are permanently associated with a monster, and share that monster's name. Such images can only be renamed in the monster editor, not in the art gallery. The sprite "BLACK PUDDING" cannot be renamed in the second tutorial of the chapter entitled "Customizing Art". Simply press LEAVE and select "PICTURES", the try renaming a picture such as "BIT O' MOANDER". Throughout this supplement, references are made to which artwork can be chosen for various options. In all cases, COMBAT ICONS are not available for these choices. Combat icons only appear during actual combat, and cannot be displayed at any other time. NOTATION All text which appears in UA is shown in capital letters. Buttons which lead to choices are surrounded by square brackets. For short lists of options or ranges of values, all options are shown within the same square brackets. Different choices are separated by slashes. Examples: STARTING EQUIPMENT [AVERAGE] DISTANCE [UP CLOSE/NEARBY/FAR AWAY] Options with an On/Off button are designated with asterisks. Example: * DO EVENT ONLY ONCE * EXECUTE EVENT AT DESTINATION Where a numerical range is possible, the range is given between square brackets. Example: HEIGHT/WIDTH [11 TO 50] CREATE NEW DESIGN (GAME SETTINGS) The Create New Design and Game Settings options are virtually identical. All options within are the same. The main difference is that the first option will let you create a brand new design, while the second only lets you edit the primary characteristics of an existing design. PAGE 1 ADVENTURE DESIGN NAME Type the full name as the PLAYER will see it. If you are creating a new design (as opposed to just editing Game Settings), UA will automatically make a directory name which fits (if a similar name exists, it alters enough letters to make it unique). THE ADVENTURE BEGINS IN [Dungeon 01] AT ENTRY POINT [1 to 8]. Select one of 36 dungeons or 4 overland areas in which to start. A starting entry point (as opposed to a coordinate location) must be designated. EACH PARTY MEMBER STARTS WITH [0 to 30 million] EXPERIENCE POINTS STARTING EQUIPMENT [none to +4] PLATINUM [0 to 5000] Gems [0 to 5000] Jewelry [0 to 5000] Experience points determine the starting level of each new character (multi-class characters have their experience divided by the number of classes before figuring out the starting level). Platinum, Gems, and Jewelry determine starting wealth. The equipment that a party starts with is determined by the option selected. The possible options for Starting Equipment are None, Poor, Modest, Average, Prosperous, and +1 through +4. Note that no magic items at ALL are given (even to magic users/clerics) until the +1 Equipment level. For a complete list of the items each character class receives at each setting, see Appendix A. Protection Password This will cause your adventure to become LOCKED. Once this is done, the only way someone (including you) can modify (select any of the right hand buttons) the game is by entering the same password. For convenience, a designer should avoid using this feature until the adventure is completed. PAGE 2 Keys in Special Inventory These are item names for special keys used to in getting through various locked doors (or opening special chests, etc.) in the game. They never actually exist as items in a character's ITEM inventory, but are listed in the party inventory (shown by selecting INV at the main menu in the game). They don't even necessarily have to be called "keys" - that's just a convenient reference. PAGE 3 Other Special Inventory Items Similar to the keys above, but in a more generic manner. These are "Quest" items which can be checked for in various EVENTS. As with the keys, the actual names are up to you (samples are shown as defaults). ART GALLERY Unlimited Adventures comes with a substantial library of artwork, including some animation, for use in adventures. To enhance this aspect of the game and allow designers to truly customize their adventures, new artwork can be imported to replaced unused pictures. UA specifically supports art drawn in Electronic Arts' DeluxePaint IIª and ZSoft's PC Paintbrushª. Artwork from other programs may work as well. DRAWING ART FOR IMPORT On the IBM-PC, all art must be drawn in 256 color mode. Many programs default to a 16 color mode. Make sure your paint program is in a 256 color mode. Palette cycling can only be specified in DeluxePaint II. All color cycles you set up in the paint program will be used. Cycling only works on PICs and BIGPICs. To be able to import color art on the Macintosh version, you must set the amount of memory for the program to 2000. Use the Get Info command in the Finder to set this number. Macintosh color art can be drawn in any program that will save a picture as a PICT file. For PICs and CPICs, any color close to the transparent color in shade will become transparent. Macintosh Mono art can be drawn in any program that will save as a MacPaint file. Imported art will not transfer correctly between the IBM-PC version and the Mac version. The remainder of a design and all saved characters and games are transferable. There are nine types of art which can appear in UA. Each has a predetermined number of slots in the Art Gallery. Most of the images can be replaced by Importing, but the total number of slots can never be changed. PICTURE (155 slots) - Usually shown as NPC pictures, Towns, Towers, and similar small graphic images. SPRITE (38 slots) - These are usually a collection of three monster images. When displayed in the game (especially in an encounter with Auto Approach turned on), the monsters appear to be charging the party. COMBAT ICON (127 slots) - These icons appear during combat sequences and represent monsters and NPCs. There are always two icons in a set - the monster at "Ready" and the monster taking "Action." BIG PICTURE (8 slots) - The showpieces of the Art Gallery, these images take up the upper half of the screen. OVERLAND MAP (5 slots) - All travel outside of dungeons takes place on one of these maps, which also takes up the top half of the screen. DUNGEON (5 slots) - These are the wall styles shown in non-outdoor combat. WILDERNESS (4 slots) - These styles determine the combat surroundings in outdoor combat. WALL SET (16 slots) - Each wall set contains up to 5 images for use in dungeon modules. Up to three wall sets can be used in any single module. BACKDROP (19 slots) - Backdrops are used in dungeon modules as the floor and "ceiling" against the wall sets in the 3-D view. Note that the Dungeon, Wilderness, Wall Set, and Backdrop graphics cannot be changed. The Import option is removed when viewing these pictures. ART TEMPLATES UA includes several templates, in both PCX and LBM format, for use in importing artwork. The templates, or copies of them, must be used for the new artwork -- UA uses portions of the templates to determine the size and shape of the imported art. Note that the PCX template for COMBAT ICONs which come with version 1.0 is bad. The LBM template can be converted using any program which performs a LBM->PCX conversion. Additionally, a correct PCX template can be downloaded from the Unlimited Adventures area on America Online (keyword: UA). The templates included are (in both LBM and PCX format -- see note above): DRAWBPIC - For Big Picture artwork DRAWCPIC - For Combat Icon artwork DRAWPIC - For Picture artwork DRAWSPRITE - For Sprite artwork Two sample templates, TOWN.LBM and TOWN.PCX, are also included for use in the Designer's Guide tutorial. MONSTER EDITOR As mentioned in the Designers book, there are exactly 127 available slots for Monsters and ALL slots are currently filled. To create a new monster or NPC, you will need to edit an existing slot. Those wishing to share their monster designs can find altered monsters in the appropriate DSN directory labeled MONST###.DAT. While you cannot directly (from DOS) copy monsters from one design to another (you can - but it doesn't change the monster name within the design), you could put together an "adventure" which exists purely as a holder for edited monsters (no Module designs) and upload a zipped version of that directory for other designers to copy. COPY Prompts you to select another design. Once there, you get a list of all monsters in that design. When you COPY a monster, it copies over ALL the data for that monster EXCEPT for the battle icon (and any other images associated - see ART GALLERY for a discussion on changing images), including the name. As with edited or renamed monsters, selecting DEFAULT returns it to the normal state. RENAME Renames the highlighted monster. EDIT There are three types of monsters you can edit. Regular (most of them), "Complex" (called "big" monsters in the Designer's Guide - those with a "*" to the left of their name), and NPCs (which have a # in their name). Regular and Complex monsters will be discussed together, since there are few differences. NPCs will be discussed separately. EDITING REGULAR AND COMPLEX MONSTERS PAGE 1 Name Acts just like the RENAME command to change the name of the selected monster. RACE Either a player race or "monster." The race has little effect on the functioning of a monster, as the racial characteristics of the player races are embodied in various monster effects and monsters are not subject to race/class level limitations. Note that monsters of race "monster" are not vulnerable to "Hold Person" and "Charm Person" spells. GENDER Male or Female. No functional effect. (There are no spells or effects which affect only one gender or the other.) ALIGNMENT One of the 9 game alignments. This will not affect whether a monster is an ENEMY or not, but gives immunity or vulnerability to certain spells and effects in the game. (Protection vs. Good/Evil, etc.) CLASS One of 15 selections. This primarily affects the monster's saving throw tables and some other resistances, as appropriate. (It is NOT used to calculate THAC0; that must be manually set later.) The player is unaware of what the class is, so impossible combinations in AD&D (e.g., Gnome Paladin) are possible here. Note: monsters of class MAGE will not move during combat. HIT POINTS [1 to 255] AGE [1 to 1200] The only material effect of age is that "haste" spells or Potions of Speed may cause monsters to die of old age. MAGIC RESISTANCE [0 to 100] Number indicates percent. Magic Resistance is determined BEFORE saving throws. If a monster makes its Magic Resistance roll, it suffers no effects at ALL from a specific spell. If it fails, then regular saving throws are applied. Magic Resistance is specified for spells cast by an 11th level character; each level the caster is higher or lower than 11th modifies the magic resistance by 5%. LEVEL [0 to 40] Non-editable. This is the highest class level from Page 2. Included here for reference only. Stats All stats range from 3-30 (18 is the normal human maximum). The percentage (0 to 100) behind the Strength statistic only applies if the strength is exactly 18. Stats higher than 18 can produce enhanced effects (more spells, lower AC, etc.) based on the stat so raised. PAGE 2 LEVEL [0 to 40] This affects things like the number and type of spells possible to memorize. Note that you can put visual contradictions here. For example, you may have a monster defined as a "Thief" on the previous page, but give it some level of ability as a Mage and/or Cleric which gives it some spell-casting ability (perhaps for a new race of creatures which are not literally mages, but can all cast Shocking Grasp several times a day). Misc Options The party gets [0 to 65000] experience when monster is killed. This is PER creature involved, so be sure to avoid unbalancing the game this way. UNDEAD TYPE [NOT UNDEAD through SPECIAL] This does not change the monster's literal abilities, but anything except "Not Undead" may allow a Cleric or Paladin to TURN the monster, causing it to flee or be destroyed. ("Special" undead are a class almost impossible to TURN, even under normal circumstances.) PAGE 3 ATTRIBUTE OPTIONS Multiple, even contradictory (e.g., Mammal and Snake) options may be selected. Form * MAMMAL Indicates whether the monster is vulnerable to the second level Druid Spell "Charm Person or Mammal." * ANIMAL Determines whether the monster is susceptible to the first level Druid spell "Invisibility to Animals." * SNAKE Determines whether the monster is vulnerable to the second level Clerical spell "Snake Charm." * TRUE GIANT Indicates whether the monster takes extra damage from a Long Sword vs Giants. * LARGE EVEN IF ICON 1 BY 1 Monster receives weapon damage based on the "Large" column on the damage table. All monsters with wide, tall, or big icons are automatically considered larger than man-sized. Penalties * DWARF AC Indicates that creatures with the effect "Dwarf AC bonus" (e.g. dwarves) get an AC bonus of +4 when attacked by the monster. * GNOME AC Indicates that creatures with the effect "Gnome AC bonus" (e.g. gnomes) get an AC bonus of +4 when attacked by the monster. * DWARF THAC0 Indicates that creatures with the effect "Dwarf THAC0 +1" (e.g. dwarves) get a THAC0 bonus of +1 when attacking the monster. * GNOME THAC0 Indicates that creatures with the effect "Gnome THAC0 +1" (e.g. gnomes) get a THAC0 bonus of +1 when attacking the monster. * RANGER DAMAGE Indicates that creatures with the effect "Ranger Gnt Bonus" (e.g. rangers) get a damage bonus equal to their ranger levels whenever they hit the monster. IMMUNE TO * POISON Indicates that the monster is immune to poison, including "stinking cloud". * DEATH Indicates that the monster is immune to all death magic, including "Cloudkill." * CONFUSION Indicates that confusion wands, spells, and gazes have no effect on the monster. * VORPAL SWORDS Indicates that the monster cannot be decapitated by a vorpal blade. MISC OPTIONS * MAY BE HELD OR CHARMED Indicates that the monster is vulnerable to charm or hold spells. Note that the monster is also invulnerable to "Hold Person" spells if it is of race "monster"; only humans and similar races are susceptible to "Hold Person." * AFFECTED BY DISPEL EVIL Indicates that the monster is summoned from another plane of existence and may be affected by the fifth level clerical spell "Dispel Evil". PAGE 4 MONSTER ATTACKS ATTACK TYPE 1 [0 to 50] BLOWS EVERY 2 ROUNDS OF [0 to 50] [1 to 99] SIDED DICE + [0 to 99] For example, "5 10 sided dice + 6" will cause a damage computation as if a 10-sided die was rolled five times, summed up, and then 6 points added to the final total. Note that this allows for a maximum damage PER ATTACK of 5049 points of damage! Use with care - remember the maximum player HP is also 255. An odd number of blows causes a blow to be skipped (or added) every second round. E.g., 3 Blows per 2 rounds causes 1 blow the first round, 2 the second, 1 the third, etc. ATTACK TYPE 2 This is structured just like Attack Type 1. This is meant to be the monster's secondary attack. For example, a lion might have Attack Type 1 set as 4 blows per 2 rounds (indicating 2 claw attacks each single round) and Attack Type 2 set as 2 blows per 2 rounds (indicating one bite attack each round). MORE COMBAT OPTIONS BASE THAC0 [-50 to 50] PLUS STR BONUS This is the minimum die roll needed to hit a target with Armor Class 0. The lower the better. Modifications are made for each attack based on Strength, and numerous combat circumstances (hit from behind, Held, actual AC, etc.) to decide the final chance to hit. BASE AC [-20 to 20] PLUS DEX BONUS The lower the AC, the harder this monster will be to hit. "10" is the normal "worst" armor class - comparable to a human wearing street clothes (no protection at all). BASE MOVEMENT [0 to 60 (0 to 12 in v1.0)] Zero makes a monster stationary. It will not be able to move at all in combat. PAGE 5 THE MONSTER HAS PLATINUM [0 to 65000] GEMS [0 to 65000] JEWELRY [0 to 65000] ITEM/REG Note - COMPLEX monsters have 6 total slots of each, compared to only 3 slots of each for regular monsters. ITEM These are the items which each monster will have available to it for combat. Selections of armor, weapons, and usable miscellaneous magic items (Dart of Hornets Nest, wands, etc.) will be used appropriately in combat (a +2 Sword will be used for attacks, armor will lower AC). It is possible to give a monster an extra item (e.g., a second sword, or a potion) in one of these slots to give a standard "treasure" bonus for this monster class (avoiding the need for a COMBAT TREASURE event). REG For most items, this has no effect. For items with charges (e.g., wands) or a quantity (e.g., arrows) associated with them this button can alter the default amount. "REG" (Regular) means to use the default amount (so 10 Arrows will really be 10 arrows). Selecting a number forces the quantity or charges to that amount. All wands have 20 charges as a default value. PAGE 6 EFFECT Complex monsters can have up to 10 effects. Regular monsters only get 5. Individual effects areas are discussed broadly below. An itemized list of each type of effect can be found in Appendix B. SPELLS Affects monster exactly as if the named Clerical or Mage spell had been cast immediately before combat started. However, these effects do not wear off over time and cannot be dispelled with "Dispel Magic." ITEMS These effects are automatically placed when the generating items are readied by a character; use the effects only when they are inherent in a monster (such as "Cloak Displace" for a displacer beast). PLAY CHARS These effects are attributes of various player character races and classes. They must be explicitly given to monsters of those races or classes. DEFENSE BONUSES The effects can make monsters more difficult, or even impossible, to attack by various means, as well as adding other protective capabilities. ATTACKS Some attacks are contingent upon attack #1 hitting or attack #2 hitting. Other attacks are conducted independently of normal melee attacks. HAZARDS These effects introduce special vulnerabilities to the monsters. MEMORIZED [0 to 140] The number of spells currently memorized by this monster. The monster must be at least Level 1 in Magic-User (for Mage spells), Cleric (for Cleric Spells), Paladin (for Cleric Spells), and/or Ranger (for Mage and Druid spells) to receive certain spells. Class level does NOT affect the number of spells or spell-levels permitted to be memorized. (E.g, a 1st-level mage can learn 9th-level spells, for example). However, be aware that most spells have durations, ranges, and effects based on the ACTUAL level of the spell-caster - so low-level mages casting high-level spells are either wasting their time (a 1 die "Fireball" is good for toasting marshmallows, and not much else) or endangering their lives (a 1st level mage cannot cast "Cloudkill" far enough away to exclude his breathing space). EDITING NPCS If you select to edit an NPC (a monster with a "#" in front of its name), you are immediately asked: RE-CREATE NPC? [YES/NO] Selecting NO (i.e., edit the CURRENT NPC - do not create a new one) takes you through the following two pages: PAGE 1 The ONLY thing a designer can change on this page is the name of the NPC (the only light-grey field). Other fields on this page are identical to those of regular monsters, although they are not editable at this time (only when creating a new NPC). PAGE 2 PLATINUM, GEMS, and JEWELRY are editable as with regular monsters. ITEMS are also treated the same way except that an NPC can start with up to 8 total items (compared to 3 for a regular monster and 6 for a complex monster). SPELLS MEMORIZED [0 to 140] This option works the same way as spells for regular monsters. Selecting YES on the Edit Monster screen indicates that you wish to create an entirely new NPC. (Note that a bug in version 1.0 creates NPCs with a very low morale. The effect of this bug is that NPCs will almost always immediately flee or surrender in combat unless controlled by a high-level player character.) You are now asked a number of questions: EXPERIENCE[0 to 99999999] This will determine the NPC's level (if multiclass, experience is divided by the number of classes before levels are determined). Press ENTER when ready. PICK RACE/ALIGNMENT/GENDER/CLASS Same restrictions as if you were creating a regular character. Select DONE when finished on this screen. REROLL STATS Determines the NPC's statistics. MODIFY is permitted here (didn't work in 1.0). Select DONE when you are satisfied with the NPC's stats or EXIT to stop creating a new PC (goes to Page 1 of the "Edit Current NPC" series of pages). CHARACTER NAME 15 characters permitted, just like regular characters. The name must start with a letter, but numbers can be used elsewhere in it. TRY TO CHANGE CLASS This option only appears if NPC is a Human. This, if successful, will create a Dual-Classed NPC. Normal Dual-Class restrictions apply. PICK NEW CLASS Only appears if NPC is Human, YES is chosen for the previous question, and the NPC meets AD&D's dual-classed human requirements with his or her statistics. A list of eligible classes will appear. EXPERIENCE [0 to 99999999] If a new class is selected above, the experience earned in that second class is required. Note that a dual-classed human does not regain the abilities of the original class unless he or she surpasses the old class level in the new class, so be sure to assign the original class experience low enough that the NPC will be at least one level higher in the new class. PAGES 1 and 2 follow, and are identical in function and appearance to the pages which appear if you are only editing an existing NPC. EDIT MODULES The options described below are all covered in varying degrees of detail in the original Designer's Guide. Extra detail has been added where it seems useful. FILE MENU OPEN Opens a new module (overland or dungeon). If you have not saved your current module, you will be prompted to: SAVE (and open the new module) DON'T SAVE (and open the new module anyway) CANCEL (return to the current module). SAVE Saves all changes in the current module to disk, and returns to the edit screen. WRITE TO Save the data from this module under one of the other module names (effectively duplicating the module). COPY FROM Copy data from another module into the current module (effectively duplicating the other module). REVERT TO SAVED Ignore all changes and reload this module from disk. GLOBAL INFO Information changed in here applies to all locations in the current module. PAGE 1 ADVENTURE MODULE NAME For the designer's purpose only. Players do not see this name. HEIGHT/WIDTH [11 to 50] (Dungeon modules only) The total area (Height times Width) must be 576 or less. * ALLOW AREA VIEW? (Dungeon modules only) Selecting this option will allow players to see a basic overhead map of the module they are currently traversing. SUMMONED MONSTER [goblin] Determines which monster appears to fight for the party if a mage casts the 9th level spell "Monster Summoning." ZONE NAMES [zone 1 through zone 8] Again, only for the designer's viewing. See the Designer's Guide for the use of Zones. Naming them here permits the designer to be able to better discern different needs and areas within the modules. PAGE 2 (The next two options exist for OVERLAND modules only.) PICK MAP ART Choose one of the five maps available. (Note that you can import new maps. See ART GALLERY section for a discussion on importing graphics. Importing a new map will replace one of the current maps.) PICK OUTDOOR COMBAT ART FOR EACH ZONE One function of Zoning is to allow combat graphics to be altered universally. These selections will choose what art is used during combat for locations marked as "Outside." (The next three options are for DUNGEON modules only.) PICK WALL ART SETS Selects up to three wall sets (maximum 15 different walls) . These are the pictures seen in the 3-D view by the players. PICK FLOOR AND CEILING ART Select up to four different backdrops. These are seen in the 3-D view against the wall art selected above. PICK COMBAT ART (Indoor/Outdoor) This selects the combat background used (based on whether the current zone is Indoors or Outdoors). PAGES 3 through 6 ZONE MESSAGES 1 through 8 These are the messages a player will get when attempting to cross into either of these zones from any other zone in the module. (A blank text field indicates no indication is given that the player has changed zones.) PAGE 7 DEFINE STEP EVENTS 1-3 A total of 8 different step events can be defined each module. A step event is, literally, an event which takes place each time the player has taken a specified number of STEPS in that particular zone. Steps are cumulative - if you take 8 steps in Zone 1 and leave for Zone 2, when you return to Zone 1 you continue with step 9. Definition of each step event is the same - you can choose up to 8 different zones (and combination) in which that event will occur. You then choose the number of steps until the event is triggered (range - 1 to 50000). You then choose the event type (discussed later). Note that even though only 8 Step Events themselves can be defined, by chaining events you can produce far more than 8 ACTUAL events related to player steps. PAGE 8 DEFINE STEP EVENTS 4-6 As above. PAGE 9 DEFINE STEP EVENTS 7-8 As above. MORE MAP OPTIONS UNDEAD ARE MORE DIFFICULT TO TURN BY [0 to 250] The higher the number, the more difficult clerics will find it to turn undead in this module (above 20 is practically impossible for any level cleric). CAMP PICTURE [camp 2] This is the picture shown when the party has ENCAMPED. You can actually choose nearly any artwork (except the large pictures), although there are three CAMP pictures specifically available. TREASURE PICTURE [treasure 3] As Camp Picture, but this artwork is shown after a successful combat encounter when treasure is available. Two standard Treasure pictures are available. PAGES 10 and 11 DEFINE REST EVENTS FOR ZONES 1-8 For each zone, a different event can be defined to occur if the party attempts to rest. The options are: IN ZONE 1 A [choose event] EVENT HAS A [0 to 100] % CHANCE OF OCCURRING EVERY [1 to 250] MINUTES. Note that a bug exists in IBM version 1.0 which causes the event to occur 100% of the time after the first time period expires. For example, if the event is set to happen 50% of the time every 100 minutes, then the first 100 minutes a party rests the event actually only has a 50% chance of happening. However, on the 101st minute of the rest period, the chance of the event happening becomes 100%. * CAN'T REST Select this to refuse the party any chance of resting in this zone. (The REST and FIX options are removed from the ENCAMP menu.) PRINT Prints out an ASCII map of the module and text from all events in that module. Note that on the IBM version 1.0, only line feeds are sent to the printer. Most printers handle this with no problem. Others may need to be set to automatically include a Carriage Return (CR) with each line feed (LF). This problem is fixed in v1.1. LEAVE Stop editing modules. If you have not saved your module, you will be prompted to do so before exiting to the main screen. MAP MENU 3-D VIEW This option is not available when editing Overland modules. In Dungeon modules, selecting this will switch the screen to a 3-D view on the left with a small overhead view on the right. AREA VIEW The only viewing option for Overland modules. This shows an overhead perspective (up to 21 blocks wide by 21 blocks high) of the current map (whether Overland or Dungeon). BLOCK PLACEMENT/WALL PLACEMENT Select this function for placing blocks (impassable areas) on an overland map. For Dungeon modules, select this function to place one of up to 15 wall pictures. Note that in 3-D mode, placing a Wall only places it from the side you on -- in the "inside" of the location, so speak -- so that looking into that location from the other side of that wall placement will show nothing. However, placing walls in Area mode puts the wall art on both sides of the same location, so that it is visible no matter from which direction the party arrives. BACKDROP PLACEMENT Lets you select any of the four backdrops for the locations you specify. When players step into these areas, the appropriate backdrop will display above and below the selected walls. ZONE PLACEMENT This lets you define different zone areas within the dungeon. Zones help segment the dungeon into sections so that you can easily modify Step and Rest events across a whole area without the need to edit each location. All locations of a single zone do not need to be connected. For example, Zone 8 could be internally called "SAFE REST ZONE" with a Rest Event defined for Zone 8 areas as No Event. Single locations of Zone 8 could be scattered throughout the dungeon (in closets and other out of the way places) to signify quiet and safe places for the party to heal and rememorize spells. EVENT PLACEMENT Allows the placement of events and event chains throughout the module. Individual Events are described at the end of this document. MOVE THROUGH WALLS Only valid in 3-D mode. When this selection is active (checked), the designer can move the mark (yellow arrow) around without consideration of the Obstruction status of any location. This does not affect actual game play. UTILITIES MENU DISPLAY ACCESS Dungeon modules only. Selecting this shows where a player can travel from the current MARK. Access is color-coded by type (freely accessible, locked - key needed, etc.). Because a recursive, memory-constrained algorithm is used to to calculate accessible areas, the IBM version may not correctly show access in very large open areas or very long corridors. REPLACE GLOBALLY Dungeon modules only. This function permits wholesale replacing of entire wall pictures, backdrops, and zones with a different selection. It is not UNDOable. You cannot globally replace events. Select the the new art or zone BEFORE choosing "REPLACE GLOBALLY." After selecting the new art and then activating Global replacement, choose the art or zone to replace. CLEAR MODULE [CLEAR AND RESIZE THE ENTIRE MAP] This erases everything from the module and sizes it to the specifications entered below. [CLEAR EVENTS ONLY] Leaves all sections of the map untouched, but removes all events defined for the module. NEW HEIGHT/WIDTH [0 to 49] Same effect as the Global Info. Only has an effect if the first option is chosen above. ENTRY POINTS Up to 8 entry points can be defined. These entry points theoretically permit shortcuts to be taken with teleports, stairs, and transfer module events. However, with IBM version 1.0 only the TRANSFER MODULE event actually uses entry points correctly. Select a map location, then select an entry point from the list which appears. Entry points can only exist in one location at a time, although multiple entry points can share the same location (although only the lowest-numbered entry point is shown on screen). PLACE ENTRY POINT This places an entry point (from a vertical list) at the MARK's current location and facing. This function is identical to the Entry Points option above, but can be selected in any placement mode. TEST MODULE Loads a party from the SAVE directory into the module AT THE CURRENT LOCATION AND FACING OF THE MARK. Note that the manual implies that Test Module uses Entry Points to determine where the party is placed. However, this is not the case. To test the module, place the Mark exactly where you wish your test party to be located and then select Utilities|Test Module. You cannot test the destination portion of a TRANSFER MODULE event, as you cannot leave the module you are currently testing; attempting to do so will simply end the test. EVENTS There are 35 different types of events in Unlimited Adventures. With creative chaining of events and different definitions, an infinite number of event actions can be developed -- only your creativity and understanding of the tools available limit the available actions you can present to the game player. As with all other areas described in these documents, each event will be presented separately and discussed page by page, starting with Page 2. All events have the exact same Page 1 setup, as described below. Using Event Variables There are three kinds of variables: Keys, Items, and Quests. Only keys may be used as conditions for opening specially-locked doors, as defined in wall placement. Only keys and items appear in the party's INVentory. Any type of variable may be used as a condition for an event (on Page 1 of the event) or as a quest. Variables may have values from 0 to 255; values may be altered with QUEST, SPECIAL ITEM, and UTILITIES events. For all variables, a value of 0 signifies that the party does not possess the variable, while any other values signifies that the party possesses it. This distinction is used both in the party's INVentory, and in the page 1 execution options of all events. PAGE 1 (All Events) Page 1 of all events provides choices for execution and chaining criteria; the format of page 1 is the same for all events. There are three separate choices on page 1: whether the event will only happen once, or whether it may happen every time the party enters the location of the event; the conditions which must be met for the event to happen; and the conditions under which the event will chain to the next event in sequence (these conditions do not apply to special chains from events such as QUEST STAGE or QUESTION-YES/NO). Note that the "do event only once" and "event happens if" choices only determine whether the event itself will happen, and not whether a chained event will happen. The "chain control" options allow you to specify whether an event will always chain, or whether it will only chain if the event control conditions allowed (or did not allow) the event to happen. Note that in an event which always goes to a special chain if the event happens, such as an ENCOUNTER event, the normal chain may only be reached if the event control conditions prevent the event from happening. These conditions may also be superseded in a QUEST STAGE event; such an event will always chain to the standard chain if the selected quest is not at the indicated stage. The chain control options also allow you to select the type of event you wish to chain to (if any) in the standard chain. EVENT CONTROL * DO EVENT ONLY ONCE If this option is selected, the event will only happen a single time during game play, and never again. EVENT HAPPENS IF... [ALWAYS HAPPENS] No criteria is applied. If the party reaches this point in the chain, this event will always occur. [PARTY HAS SPECIAL ITEM] Activates "Item/Quest" option described below. This item must be in the party's possession in order for the event to happen. [PARTY DOESN'T HAVE SPECIAL ITEM] As above, except the event only happens if the party does NOT have the item defined in Item/Quest. [DAY TIME] Event only occurs during daytime hours (6 AM to 8 PM). [NIGHT TIME] As above, but only occurs from 8 PM to 6 AM. [RANDOM PERCENT CHANCE] Activates the "Percent Change" option described below. Each time this part of the event chain is reached, a random number from 1 to 100 is compared against the value given below. If the random number is equal to or below the number specified, the event occurs. [PARTY IS SEARCHING] Event only occurs if the party is moving with the SEARCH function turned on. [PARTY IS NOT SEARCHING] As above, but party is moving without searching. [FACING CORRECT DIRECTION] Activates "Facing" below. The party must be facing the indicated direction(s) in order for this event to happen. [QUEST COMPLETE] Activates "Item/Quest" option. Quests can only be set to Completed or Failed in a Quest Stage event. [QUEST FAILED] As above. However, the party must have had the quest set to "Failure" in a Quest Stage event. [QUEST IN PROGRESS] A "Quest in Progress" state will be valid if the quest variable has a non-zero value but the quest has neither been completed nor failed. [PARTY IS DETECTING TRAPS] Party must have a "Detect Traps" effect or spell activated for this event to occur. [PARTY IS NOT DETECTING TRAPS] As above, but no "Detect Traps" effect or spell is activated. [PARTY CAN SEE INVISIBLE] The party must have a "See Invisible" spell or effect activated for this event. [PARTY CANNOT SEE INVISIBLE] As above, no "See Invisible" active. [SPECIFIED CLASS IS IN PARTY] Activates "Class" option described below. At least one character or party NPC must be of the defined class and have an OK state in order to trigger this event. [SPECIFIED RACE IS IN PARTY] Activates "Race" option described below. At least one character or party NPC must be of the defined race and have an OK state in order to trigger this event. ITEM/QUEST [item 1] Only triggered by certain qualifications above. Selecting this pulls up a vertical list of possible keys, items, and quests. Only a single selection is possible, and it should match the qualification type. PERCENT CHANCE [1 to 99] Only triggered by the RANDOM PERCENT CHANCE qualification. FACING [front] Only triggered by the FACING CORRECT DIRECTION qualification. Every possible combination of facing choices (from 1 to 4 directions) is selectable here. CLASS [cleric] Only triggered by the SPECIFIED CLASS IS IN PARTY qualification. Select one of the six primary classes. RACE [elf] Only triggered by the SPECIFIED RACE IS IN PARTY qualification. Select one of the six primary races. CHAIN CONTROL CHAIN [ALWAYS/IF EVENT HAPPENS/IF EVENT DOESN'T HAPPEN] This control determines whether or not the chain of events continues after the current event is reached. CHAIN EVENT [NO EVENT] The chain ends here unless another event is selected (and all conditions are met for continuing). ADD NPC Allows the designer to add an NPC "monster" into the party at this point. If the party already has that NPC, or the party is full (8 total characters), this event is ignored and the page 1 chaining behaves as if the condition was not met. PAGE 2 PLAYER SEES: [vala] Any monster art can be shown at this point. It is not necessary to show the player a picture of the actual NPC about to be added. Note that you cannot display sprites in an overland module. DISTANCE - [Up Close/Nearby/Far Away] This only has an effect if the art chosen above is a sprite. In other cases, this option is ignored. PLAYER READS Text shown when the picture is displayed. ADD NPC - [vala] Selecting this option brings up a list of only NPCs (monsters with a "#" to the left of the name). [NO NPC] can be selected, in which case the player gets the message but no addition to the party. (The same thing can be accomplished with a TEXT event.) WITH [1-100] % OF MAX HIT POINTS Less than 100% indicates that the NPC is injured in some way. Maximum hit points are still obtainable by the player through healing of the NPC or resting. CAMP This event FORCES the party into Encamp mode, but the effect is the same as if the player had manually selected to Encamp, except that different artwork and text may be shown. By chaining a WHO PAYS event to a CAMP event, you can create a simple inn. PAGE 2 PLAYER SEES [camp 1] Select the artwork to be displayed while the party is camping. * BACK UP ONE STEP WHEN LEAVING Forces the party to retreat to the location they were in previous to the current location (after exiting Camp). PLAYER READS Text shown as the party encamps. CHAIN This event is used to branch a chain to two different sequences of events. If the event control conditions allow the event to happen, the page 2 chain will be followed; otherwise, the page 1 chain will be followed. PAGE 2 CHAIN TO [no event] Select an event to activate if the qualifications on Page 1 are met. COMBAT This is the only way to trigger combat in the game, outside of the PICK ONE COMBAT, which is very similar. Up to six different monster types can be present (and up to 3 of those types can fight on the side of the party). PAGE 2 BEFORE COMBAT BEGINS PLAYER SEES [no art] ANY artwork, even the large pictures, can be shown here. PLAYER READS Text which appears before the combat starts. IN COMBAT MONSTERS ARE [UP CLOSE/NEARBY/FAR AWAY] This determines how close initially the monsters are to the party on the combat map. AND [IN FRONT] OF THE PARTY This determines the placement of the monsters on the combat map. IN FRONT will automatically place the monsters in the direction the party was last facing (as if the party had literally run into them). All other potential direction combinations are available, for a variety of ways to surround the party. (For example, if you know the party is moving East, the monsters can come in front the West as if they were running after the party.) Note that if impossible directions are selected, or if there isn't enough room for all monsters to appear in the designated locations, some monsters may not appear in the battle. In indoor combats, it is possible to make selections which result in monsters appearing on the other side of walls with no access to the party; if this happens, try adjusting the range and direction (or put more doors in the map). SURPRISED [NEITHER/PARTY/MONSTER] If one of the sides is surprised, that side gets NO turns during the first round of combat. * AUTO APPROACH If selected, monsters automatically run forward before combat starts (and enter combat in UP CLOSE position, no matter where previously set). If a sprite is chosen for art, the monsters will be shown racing toward the party before the battle begins. * OUTDOORS Forces the combat to occur outdoors, using trees, et cetera on the combat map, instead of indoor wall art. PAGE 3 MONSTERS ENCOUNTERED 1-3 These are always enemy monsters. A maximum of 50 monsters total can be in a single battle, including friendly monsters. Note that Complex monsters (those with a "*" to the left of their names) each count as TWO monsters towards that maximum. NUMBER [0 to 31] The number of monsters of the selected type. TYPE [goblin] The specific monster in the encounter. NPCs are not available for these selections. PAGE 4 MONSTERS ENCOUNTERED 4-6 This page acts just like the previous one (and monsters selected are counted towards the maximum of 50). The main difference is that one or more monsters selected can be "friendly" towards the party. Note that it is NOT required to have all three monster selections on Page 3 activated before choosing Monsters 4 through 6. NUMBER [0 to 31] As Page 3. TYPE As Page 3. * FRIENDLY If selected, monsters fight on the side of the party unless charmed. PAGE 5 MORE COMBAT OPTIONS * NO TREASURE FROM MONSTERS No matter what items exist on the monster definitions, no treasure will be gained from the monsters after this battle. Note that if a COMBAT TREASURE event occurs anywhere before this battle, that treasure will still be given out. This option ONLY affects specific monster treasure. * PARTY NEVER DIES The party cannot be wiped out in this battle. If the party loses the battle, all characters who were conscious at the beginning of the battle are restored to life after the battle with 1 hit point each. * MAGIC DOESN'T WORK No spell-casting is possible. This includes item effects! (The CAST and USE functions do not appear at all in the combat menus.) MONSTER MORALE [1 to 100] This determines how much damage the monsters must sustain before they flee combat or surrender, measured as a percentage of their total starting hit points. The higher the morale, the more damage the monsters will take before giving up; monsters at 100 morale should never surrender or flee. Some slow, stupid monsters may not flee or surrender even after their morale has been exceeded, and many powerful monsters and types of monster such as undead have their own personal morale, which may keep them fighting after other monsters have fled or surrendered. ADDITIONAL DIFFICULTY IN TURNING UNDEAD [None/Harder/Difficult/Impossible] This affects Clerics and Paladins using the TURN option. The number shown is added to the number required to be "rolled" for the attempt to succeed. This reduction is cumulative with any additional difficulty specified in the module's Global Information. COMBAT TREASURE This is treasure found above and beyond that specified by each Monster description. (Monster treasure is always received unless the appropriate option is selected on Page 5 of the Combat event.) This event should be placed immediately before the combat event. If more than one combat treasure event is placed before a combat event, the party will receive the complete set of treasure. PAGE 2 THE PARTY FINDS PLATINUM [0 to 1 million] GEMS [0 to 50000] JEWELRY [0 to 100000] THE ITEMS THEY GET Up to 8 different items can be added to the treasure list. Unlike the Monster items, you cannot control the quantity of charges (wands) or multiple items items (arrows). * ITEMS ARE IDENTIFIED No effect on non-magical items. However, magical items will normally be unidentified (e.g., a WAND OF MAGIC MISSILES would normally be shown as WAND) unless this option is selected. PAGE 3 Text explaining the use of a Combat Treasure Event. DAMAGE This event is used to inflict damage on the party outside of combat, from traps, avalanches, or thrown boulders, for example. A WHO TRIES event chained to a DAMAGE event, under appropriate conditions, can be used to represent a simple, unavoidable trap, and a QUESTION-BUTTON event chained to a combination of events, including WHO TRIES/DAMAGE chains, may be developed for a more complex trap. PAGE 2 PLAYER SEES [no art] Choose a picture, if appropriate. [UP CLOSE/NEARBY/FAR AWAY] Only valid for sprites. An example of use is an event where a Goblin shoots an arrow at the party from the end of the hall and then runs away. In that case, FAR AWAY would be chosen along with the GOBLIN art. PLAYER READS Any text you wish displayed. ATTACKS Number of Complete Attacks [1 to 100] The number of attempts made to damage the party (all attempts will be tried, although not all may succeed). [IS ON THE ENTIRE PARTY] If it succeeds, the whole party takes the damage, [IS ON THE ACTIVE CHARACTER] Only affects the highlighted character, [IS ON ONE PARTY MEMBER AT RANDOM] Random choice by computer, [HAS A PERCENT CHANCE ON EACH] Uses the number in the next field to determine likelihood of each individual party member being affected. PERCENT CHANCE ON EACH [1 to 99] Only valid if the last option is selected above. PAGE 3 THE DAMAGE ROLL HAS [1 to 250] DICE OF [1 to 250] SIDES PLUS [0 to 250] This could add up very quickly. Be sure to calculate the maximum possible damage to avoid obliterating the party (unless that is the intention). [NO SAVING THROW] If the damage occurs, the full damage rolled is always taken. [SAVE FOR HALF DAMAGE] If the saving throw type selected below is made, only half damage is taken. [SAVE FOR NO DAMAGE] As above, but no damage is taken at all. [HITS BASED ON THAC0] Appropriate if the party is being attacked by a weapon or object. This gives the better armored party members a good chance to avoid damage. SAVING THROW TYPE [POISON/PETRIFICATION/WAND/BREATH/SPELL] This selects the type of saving throw to be made. Different character classes have differing saving throws (all of which get better at higher levels). ADD TO SAVING THROW [0 to 15] The higher the number, the easier it will be for the character to make the saving throw. THAC0 OF ATTACK [-20 to 20] Only valid if Hits Based on THAC0 is chosen above. This determines the attack's ability to hit Armor Class 0, which is then modified for the effective armor class of the character in question. ENCOUNTER This is not necessarily a Combat encounter (although it can lead to one). It can be used to trigger events based on the party's choices as defined in the event itself. PAGE 2 PLAYER SEES [no art] Choose appropriate artwork. PLAYER READS The text you wish read for the start of the encounter. MONSTERS START [FAR AWAY/NEARBY/UP CLOSE] Determines starting position of monsters. MONSTER SPEED [1 to 50] Determines if the party can escape or not. (48 is the absolute maximum party speed, so a Monster speed of 50 would ALWAYS succeed in keeping the party from fleeing.) CHAIN DEFINITIONS ON COMBAT [no event] Go to this event if the party chooses the COMBAT option. ON TALK [no event] As above, with Talk option. ON ESCAPE [no event] As above, with Escape option. PAGE 3 APPROACH * BUTTON IS PRESENT Determines if this option is available. * NOT ALLOWED WHEN UP CLOSE If selected, removes this option when monster become UP CLOSE. BUTTON WILL... [DECREASE RANGE] Moves monsters one position closer (FAR AWAY to NEARBY, or NEARBY to UP CLOSE) - Monsters already UP CLOSE go to RANGE ZERO and trigger that option. [COMBAT, NO SURPRISE] Trigger Combat chain (Page 2) with no surprise on either side. [PARTY SURPRISED, IF SLOW PARTY] Trigger Combat chain, but only if the monsters are faster than the slowest party member. Neither side is surprised if the party is not SLOW. Unconscious, poisoned, stoned, and dead party members have a speed of 0; the speed of other party members depends upon their armor, encumbrance, Haste spells, and Boots or Potions of Speed. [MONSTERS SURPRISED, IF FAST PARTY] As above, but only if party is faster than the monsters. Neither side is surprised if the party is slow. [TALK] Triggers TALK chain from Page 2. [ESCAPE, IF FAST PARTY, ELSE COMBAT] If the party is faster than the monsters, trigger the ESCAPE chain from Page 2. Otherwise, trigger the COMBAT chain from Page 2. [HAVE NO EFFECT] Does nothing at all (original menu re-appears). RETREAT * BUTTON IS PRESENT As "Approach." BUTTON WILL... As "Approach." FIGHT * BUTTON IS PRESENT As "Approach." * ONLY ALLOWED WHEN UP CLOSE As "Approach." BUTTON WILL... Options act identically to those under "Approach." PAGE 4 WAIT * BUTTON IS PRESENT As "Approach." BUTTON WILL... Options act identically to those under "Approach." TALK * BUTTON IS PRESENT As "Approach." * ONLY ALLOWED WHEN UP CLOSE As "Approach." BUTTON WILL... Options act identically to those under "Approach." IF RANGE GOES TO ZERO Options as previous settings, except DECREASE RANGE and NO EFFECT are no longer available. ENTER PASSWORD Useful for making sure the party has been elsewhere in the game without using up a Quest by making the player enter a password which has been revealed in a different area. PAGE 2 PLAYER SEES [no art] Choose any artwork. PLAYER READS Introductory text. PLAYER MUST ENTER PASSWORD 1 to 25 characters in length. NUMBER OF TRIES [1 to 50] Indicates how many times the password can be entered incorrectly before a FAILURE event is triggered. TELEPORT DESTINATION There is only one teleport destination, regardless of whether it is used on Success, Failure, both or neither. COL/ROW [0 to 49] Must be legitimate coordinates for the current module. FACING [North/East/South/West] Direction the party will be facing at the new location. * EXECUTE EVENT AT DESTINATION If the party is teleported onto a location which also contains an Event, that event is only triggered if this option is active. Otherwise, the party must leave the new location and return to it in order to receive the new event. PAGE 3 IF PASSWORD ENTERED CORRECTLY, PLAYER READS Text to be displayed. AFTER TEXT... [DO NOTHING] No additional effect. [CHAIN] Execute the event specified below. [TELEPORT] Move the party to the coordinates and facing specified on Page 2. [BACKUP ONE STEP] Move the party to its previous location. SUCCESS CHAIN [No Event] Select an event to occur if "CHAIN" is selected above. PAGE 4 IF PASSWORD ENTERED INCORRECTLY Settings on this page perform identically to those on Page 3. However, they are only triggered if a password FAILURE occurs (i.e., the wrong password is entered on all tries permitted). GAIN EXPERIENCE This event is useful for giving the party experience for completing major or special portions of the game (rescuing the fair monsters from evil maidens, etc.). PAGE 2 THE PLAYER WILL... HEAR [no Sound] Select one sound or theme only. SEE [No Art] Any artwork can be chosen except the large pictures. AND READ Enter appropriate text to display, if any. THE [ENTIRE PARTY/ACTIVE MEMBER] RECEIVES [1 to 10 million] EXPERIENCE POINTS. GIVE TREASURE Useful for granting the party treasure items without requiring a combat to occur (wands found in a pile of rubble, for example). PAGE 2 PARTY FINDS PLATINUM [0 to 1 million] GEMS [0 to 50000] JEWELRY [0 to 50000] THE ITEMS THEY GET Up to 8 items can be selected (see Item List in Appendix A). * ITEMS ARE IDENTIFIED If not selected, magical items will show generic names until identified by a shopkeeper. GUIDED TOUR Tours do not work in Overland modules (they require the 3-D view to be functional). The Guided Tour events are ONLY used for actually moving the party around. For more excitement, they should be chained with SOUND and other events (including multiple Guided Tour events). PAGE 2 NUMBER OF STEPS [1 to 24] Up to 24 sequential actions can be taken, as defined on the later pages. STARTING LOCATION * USE STARTING LOCATION If not checked, the guided tour begins wherever the event is triggered (this could lead to illegal moves if the event can be triggered in multiple locations). COL/ROW [0 to 49] Must be a valid coordinate for the dungeon module. Ignored unless above button is checked. FACING [North/East/South/West] This option is ignored unless above button is checked. * EXECUTE EVENT AT DESTINATION If the Guided Tour ends in a location with an Event, that new event will only be triggered if this option is active. Otherwise, the party will need to leave the location and return in order to trigger that event. PAGES 3 through 5 List of Steps to take in order from 1 to 24. Each step can make the party move FORWARD, turn RIGHT or LEFT, or PAUSE for a moment. PAGE 6 TEXT 1 BEFORE STEP [1 to 25] Text which appears at before the indicated step is taken. To display text at the end of a guided tour, select the step after the last step. TEXT 2 BEFORE STEP [1 to 25] As Text 1. NPC SAYS This has an NPC who is already in the party with an OK status say something (displayed on screen). If the NPC selected is not in the party or not OK, the event will not happen. PAGE 2 IF [VALA] IS IN THE PARTY, THE PLAYER WILL Choose an NPC from the list displayed. SEE [NO ART] Choose any artwork in the game, even large pictures. [UP CLOSE/NEARBY/FAR AWAY] Valid only for triple-image monsters. HEAR [no sound] Choose any game sound or theme, if desired. AND READ Enter the text you wish displayed. * MUST PRESS RETURN Prompts the player to press RETURN after reading the text. Note that the game automatically forces the player to press return when the window is full of text; you need not worry about failing to display text because you have filled the window. * HIGHLIGHT Displays the entire text in this section in the highlight text color (light cyan). When possible, we generally use highlighting to designate text which is being spoken by a character or monster, as opposed to text which merely describes events or surroundings to the player. PAGES 3 and 4 TEXTS 2 through 5 Second through fifth text sections. Note that text is linked directly following previous text defined, unless PRESS RETURN is indicated, so be sure to put a space at the end of each text section, or they will run together on screen. * MUST PRESS RETURN As above. * HIGHLIGHT As above. PASS TIME A way to force the party to wait a certain period of time (or indicate that several days go by in travelling, to make spells on party members wear off, etc.). PAGE 2 PLAYER READS The text to be displayed. HOW MUCH TIME SHOULD PASS... DAYS [0 to 250] HOURS [0 to 23] MINUTES [0 to 59] PICK ONE COMBAT NOTE - This event is referred to in the DESIGNER'S GUIDE as a "RANDOM COMBAT EVENT." This event like the COMBAT event, except there are no friendly monsters possible, and ALL monsters do not appear in each battle. Instead, the computer randomly picks a monster group (numbered 1 through 6) and presents the party with only a single group to fight. Groups containing no monsters will not be selected. Note that only one sprite or picture can be shown to the player, so a more complex event chain consisting of several different PICK ONE COMBAT events may be necessary to present the players with a wide variety pictures and different monster types. Options shown below are identical to the COMBAT event except where noted. PAGE 2 BEFORE COMBAT BEGINS PLAYER SEES [no art] Choose any artwork in the game. PLAYER READS Text displayed before each combat. IN COMBAT MONSTERS ARE [UP CLOSE/NEARBY/FAR AWAY] Select the starting distance for the monsters. AND [IN FRONT/various compass positions] OF THE PARTY. SURPRISED [NEITHER/PARTY/MONSTER] * AUTO APPROACH Monsters "run" up to the party and enter combat Up Close. * OUTDOORS Uses outdoor combat terrain. PAGE 3 There is a brief explanation of PICK ONE COMBAT event on this Page. * NO TREASURE FROM MONSTERS The party will not gain any of the treasure carried by the monsters; only treasure specified in a previous COMBAT TREASURE event. * PARTY NEVER DIES As discussed before - if the party is defeated, the game doesn't end. * MAGIC DOESN'T WORK Disables (removes) CAST and USE functions from combat. MONSTER MORALE [1 to 100] The higher the morale, the more damage the monsters must take before they attempt to flee or surrender. ADDITIONAL DIFFICULTY IN TURNING UNDEAD [0 to 100] Gives normal, hard, difficult, or impossible chances for Clerics and Paladins to turn Undead. This is in addition to the difficulty set in the module's Global Information. PAGE 4 and 5 MONSTERS THAT MAY BE ENCOUNTERED (1-3 and 4-6) These sections work just like pages 3 and 4 in the COMBAT Event description, except Monsters 4-6 cannot be selected as FRIENDLY. QUEST STAGE This is the event which guides the party through the various Quests in the game. A Quest can only be set as COMPLETED through this Quest, and it can only be advanced (for multi-stage Quests) through this stage. With up to 44 Quests in one adventure, and up to 100 stages with each Quest, much can be done through the use of this single event. A QUEST STAGE event only occurs if the Quest in question (set on Page 2) is at the previous stage marked on Page 2. (For example, if on Page 2 you set the Stage to 5, the Quest's current stage must be 4 in order for this event to occur.) A simple heroic quest generally starts with an "accept on yes" QUEST STAGE (the queen asks the party to rescue her son, who has been kidnapped by a dragon), which may have "quest fails upon rejection" selected (*loud belch* from under volcano); followed by one or more "accept automatic (no question)" QUEST STAGEs associated with heroic deeds (locating the shepherd who knows the secret path to the dragon's lair, slaying the fearsome beast, and striking the chains from the prince before the volcano explodes); and finally an "accept automatic (no question)" QUEST STAGE with "quest completed upon acceptance" selected (reuniting the tearful, happy royalty and hauling off the loot before lava covers palace). For a complex example of this sort of quest, examine Yemandra's quarters at column 3, row 27 of dungeon 4 in "The Heirs to Skull Crag." Note that quest 4 is the rescue of Morudel, quest 5 is used to keep track of how many item quests have been completed, and quest 10 is used to determine whether the party may be offered another item quest at this time; the actual quest for the Lance of the Roadwarden is quest 3. PAGE 2 PLAYER SEES [no art] Choose any artwork in the game. PLAYER READS Text to be displayed. ACCEPT... For all below options except the last two, the player is given YES and NO buttons for response to the text displayed. [IMPOSSIBLE] The text is displayed, but the whether the player selects YES OR NO, the option is set to REJECTION. [ON YES] If players select YES, this stage is considered completed. [ON NO] If players select NO, this stage is considered completed. [ON YES OR NO] No matter which option the player selects, the stage is considered completed. [IMPOSSIBLE (NO QUESTION)] The text is not displayed, the player does not get a choice, and the option is set to REJECTION. [AUTOMATIC (NO QUESTION)] The text is not displayed, the player does not get a choice, and the option is set to ACCEPTANCE. * QUEST COMPLETED UPON ACCEPTANCE If the selected condition results in ACCEPTANCE, this Quest is considered successfully completed. * QUEST FAILS UPON REJECTION If the selected condition results in REJECTION, the Quest has ended in failure. WHICH QUEST [quest 1] Choose a Quest. STAGE [1 to 100] This determines when this event can occur (the party's current stage must be this value minus 1 for it to occur). All previous stages must be passed before this stage can occur. All Quests are at Stage 0 until modified by a Quest Stage or Utilities event. PAGE 3 CHAIN ON ACCEPT [no event] Next event if conditions on the previous page cause an ACCEPTANCE result. CHAIN ON REJECT [no event] Next event if the conditions on the previous page cause a REJECTION result. There is also brief help text about this event on this Page. QUESTION-BUTTON This event provides the player with text and a horizontal list of up to five options to select. Each option can chain to a separate event. Note that each button must start with a letter unique from the first letter of any other button. (Note: In version 1.0 Do not use ANY numbers, they cause the buttons to be stacked strangely. Be sure to use only alphabetic characters and some symbols.) The maximum number of letters in all button labels combined must not exceed 34 characters (including spaces in multi-word buttons). All five buttons do not need to be used. Standard uses for QUESTION-BUTTON events include complex traps, atypical monster encounters, and customized towns in overland. PAGE 2 PLAYER SEES [no art] Choose any artwork, if desired. PLAYER READS Text displayed above the options. BUTTON 1 LABEL Up to 15 letters. First letter must be unique from other buttons. CHAIN EVENT [no event] Event to activate if this option is selected. AFTER CHAIN... * RETURN TO QUESTION EVENT If selected, the game will return to the original question event after all events in "CHAIN EVENT" are completed. * BACKUP ONE STEP If selected, the party will backup one step after the event is completed. PAGES 3 and 4 BUTTONS 2 through 5 Same options as Button 1. QUESTION-LIST This event provides the player with a vertical list of options. Unlike QUESTION-BUTTONS, the answers do not need to start with unique letters. All 5 answers do not need to be used. PAGE 2 PLAYER SEES [no art] Choose any artwork from the game. PLAYER READS Up to 36 characters to be displayed as a heading or one-line description. ANSWER 1 Up to 34 characters of descriptive text. CHAIN EVENT [no event] The next event if this answer is selected. AFTER CHAIN... * RETURN TO QUESTION EVENT If selected, the game returns to the original question after event chains are completed. * BACKUP ONE STEP After all events are completed, backup the party to its previous location. PAGES 3 and 4 ANSWERS 2 through 5 Same options are Answer 1. QUESTION-YES/NO For giving the player a simple Yes or No question. YES and NO buttons are automatically displayed. (This event is labeled "ASK A YES/NO QUESTION" on its edit pages.) PAGE 2 PLAYER SEES [no art] Choose any artwork, if desired. PLAYER READS Text to display. PAGE 3 IF PLAYER ANSWERS "YES" THEY READ Text to display. CHAIN TO [no event] Event to chain to on a YES answer. AFTER CHAIN... [NOTHING] Perform no additional action. [REPEAT QUESTION] Return to the start of the event. [BACKUP ONE STEP] Return the party to its previous location. PAGE 4 IF PLAYER ANSWERS "NO" THEY READ Text to display. CHAIN TO [no event] Event to chain to on NO answer. AFTER CHAIN... Same options as Page 3. REMOVE NPC For removing an NPC from the party. If the specified NPC is not in the party, this event is as not happening for page 1 conditions. PAGE 2 PLAYER SEES [no art] Choose any artwork from the game. [UP CLOSE/NEARBY/FAR AWAY] Valid only with sprites. PLAYER READS Text to display. REMOVE NPC [vala] Choose which NPC to remove from the party. If [no monster] is selected, the first NPC in the party will be removed. SHOP For selling (or perhaps giving) the party any of the various objects available in the game. Each shop has a maximum number of total objects available (up to 4 of the total 16 sets of objects), and specific items can be selected from each set when building this event. PAGE 2 THEY SEE: [SHOPKEEPER] All non-large art available. COST FACTOR [NORMAL] The cost, in platinum, of the items available for sale. NORMAL does not change the prices at all. FREE changes all prices to 0. Other multipliers and dividers (from Multiple by 100 down to Divide by 100) are available. A full list of items with Normal prices is available in Appendix D. * BACKUP ONE STEP WHEN LEAVING Returns the party to its previous location. PICK THE FOUR TYPES OF ITEMS IN STOCK... TYPES 1 to 4 It IS possible to select the same item group multiple times, but this does not change the appearance of the items in the list. NOTE: If you set all Types to NONE (and do not customize the default settings), a shop with only VIEW POOL APPRAISE EXIT will appear in the game. PAGES 3 through 6 A list of all the items in the group chosen for each TYPE appear here. A TYPE set to NONE shows a list of the objects from +0 WEAPONS A (with all items unselected). If a specific item group was chosen, all items are initially selected (red button). The designer can deselect any combination of items to customize the shop. SMALL TOWN Use this event to provide a town's services and supplies to travellers on the Overland maps (although it can be used in Dungeon modules as well) without the need to build a full-blown town. You may want to chain a QUESTION-YES/NO event to a SMALL TOWN (via the "yes" chain) to provide some description of the town and offer the party the choice of whether or not to enter the town. PAGE 2 PLAYER SEES [TOWN 2] All artwork is available. PLAYER READS The text to be displayed above the button choices. WHAT IS IN THE SMALL TOWN... Each of the following items are initially selected (red button). * TEMPLE Where healing spells may be purchased. * TRAINING HALL Where the party can train for higher levels, and also where character and game functions may be used (Add/Delete character, Save/Load game, etc.) * SHOP Where items may be purchased, identified, and sold. Only two categories of items may be sold at any SMALL TOWN shop. * INN Same functions available as ENCAMPING, but with no chance of encounters. * TAVERN Small version of TAVERN event (no drink choices, only one tale) * VAULT Where characters may store items and money (the party may recover the items and money at any vault, not just the vault where they deposited their possessions). PAGE 3 COST FACTORS SHOP [Free to Normal to Multiplied by 100]. Affects only items in the shop. TRAINING HALL & TEMPLE [Free to Normal to Multiplied by 100]. Affects both Training Hall (normal is 1000 Platinum) and Temple fees. HIGHEST TEMPLE SPELL LEVEL [1 to 7] See the Appendix C for a list of spells available for each level. WHICH CLASSES MAY TRAIN... Each class is initially selected. This can be used to specialize the type of training (it may be a town of Knights, or only mage-types, etc.). * CLERIC * FIGHTER * PALADIN * RANGER * MAGE * THIEF PAGE 4 TAVERN TALE The text displayed while the party is drinking in the tavern. Note - If a TAVERN TALES event is placed immediately before the SMALL TOWN event, additional Tavern Tales can be added to this text. Tales are shown sequentially - the Small Town Tavern Tale first, followed, in order, by the TAVERN TALES event tales. SHOP ITEMS... TYPES 1 and 2 Up to two different types of items are available. A full list of available items is shown in Appendix A. PAGES 5 and 6 For customization of the item choices, as described in the SHOP event. SOUNDS For playing up to 10 sounds and themes in a row. Multiple sound effects in a row can simulate distant (or nearby) battles or set the stage for a new scenario in the game. Only sound effects and themes from previous Gold Box games area available -- new sounds cannot be substituted. PAGES 2 and 3 Select from one of the 21 sounds and themes (or NO SOUND) available for each of SOUND slots 1 through 10. Sounds are always played in the order shown. SPECIAL ITEM Used for giving or removing a special item or key from the party. The arithmetic effect is to assign a value of 1 to the item variable if it is given to the party, or 0 if it is taken away. This event only counts as happening for page 1 chaining if the party doesn't already have the item (for give) or already has the item (for take). PAGE 2 PLAYER SEES [NO ART] Any artwork in the game. PLAYER READS Text to be displayed. [GIVE ITEM TO PARTY] Adds the selected item to the party's inventory list. [TAKE ITEM FROM PARTY] Removes the selected item from the party's inventory list. ITEM [item 1] Brings up a list of 8 keys and 12 items to select. STAIRS Used to let the party move to different locations within a single module. A STAIRS event happens as the party tries to enter the location containing the event, so the party never actually enters the location. This allows you to put a STAIRS event behind a wall-set image of a stairway and have the STAIRS event happen when the party attempts to move across the "stairway" wall, without letting the party see what's on the other side of the wall. Note: ENTRY POINTS do not work for Stairs in IBM version 1.0. PAGE 2 BEFORE ENTERING STAIRWELL PARTY SEES [NO ART] All artwork is available. * ASK "YES/NO" QUESTION Display the text entered below and give YES and NO buttons. TRANSFER ON [YES or NO] Determines which answer causes the transfer. ASK Text to display. Note that this is displayed whether or not ASK "YES/NO" QUESTION is selected. If not selected, a PRESS RETURN prompt is given and transfer takes place immediately afterwards. PAGE 3 WHEN ENTERING STAIRWELL PLACE [DIRECTLY (COL, ROW)/AT AN ENTRY POINT] See warning above about the Entry Point bug in IBM version 1.0. COL/ROW [0 to 49] Must be a valid coordinate for the module. Only used if PLACE DIRECTLY is selected above. FACING [EAST/SOUTH/WEST/NORTH] Only used if PLACE DIRECTLY is selected above. ENTRY POINT [1 to 8] Only valid if AT AN ENTRY POINT is selected above. THE PLAYER READS Text to be displayed AFTER the transfer takes place and the party is at the new location. * EXECUTE EVENT AT DESTINATION If there is an event on the new location, selecting this option will automatically execute that event (otherwise, the event is only triggered if the player leaves the location and re-enters it). TAVERN This event is used to create a public house where the party may socialize with the inhabitants of the local demesne (start a fight), share tales of wondrous events (eavesdrop), and sample local concoctions (use your imagination). The party's options in a tavern are indicated by buttons at the bottom of the screen. This event can be modified by placing a TAVERN TALES event immediately preceding it (to add up to six more tales to those defined within). PAGE 2 PLAYER SEES [BARTENDER] All artwork available. PLAYER READS Text displayed on entry. This is not a Tale -- it is usually a description of the Tavern. FIGHTS... * ALLOW FIGHTS If selected, a FIGHT option is available in the Tavern. ON FIGHT, CHAIN TO [no event] Select an event (usually combat, but can be anything). * BACK UP ONE STEP WHEN LEAVING If selected, players are returned to their previous location. PAGE 3 SHOW TAVERN TALES... [IN ORDER] With each successive TALK selection, the next Tale in order will be shown. If a TAVERN TALES event directly precedes the TAVERN event, those additional TALES are shown AFTER the tales defined in this event. Only one TAVERN TALES event can precede a TAVERN event. If more exist, only the most recent set of Tales are used. [AT RANDOM] Randomly chooses a tale (including any in a preceding TAVERNS TALES event) to display. Tales can be repeating without seeing the entire list (each time TALK is selected, the entire list of possible tales is randomly searched). TAVERN TALES 1 and 2 Text of those two tales. PAGE 4 TAVERN TALES 3 and 4 Text of additional tales. PAGE 5 DRINKS * ALLOW DRINKS If not selected, the only options available are TALK and LEAVE (and possibly FIGHT). ...CHAIN TO [NO EVENT] This selection is only valid if you have at least one named drink. It is activated when a character gains 60 or more "consumption" point. (Drink points are described on this Page in the editor) If you want a certain event to occur after the characters have been drinking a while, any event can be chosen for this item. DRINK NAMES 1 to 5 A maximum of 34 characters can be used TOTAL for all drink names (including spaces). Each drink name itself can be up to 15 characters (keeping the total in mind). Each drink name must start with a unique letter. Note that Drink Names are ignored unless ALLOW DRINKS is activated. (Note: In version 1.0 as with the QUESTION-BUTTONS event, only letters should be used in drink names -- numbers cause the names to show up strangely in the game.) TAVERN TALES This event ONLY has an effect on the game if a SMALL TOWN (with the Tavern option turned on) or a TAVERN event immediately follows it. Its purpose is to add additional tales to the Tavern. Only one TAVERN TALES event can be added before each of the above events. PAGES 2 through 4 Enter the text of up to six additional Tavern Tales. PAGE 5 Brief help text about this event. TELEPORTER This event functions in exactly the same fashion as a STAIRS event, except that it takes place as the party moves into or LOOKs at the location of the event, whereas a STAIRS event happens when the party attempts to leave an adjoining location to enter the event's location; thus, in a TELEPORTER, the party will be able see the walls of the location containing the event from the location itself, which is not possible in a STAIRS event. (Note that, as with Stairs, the ENTRY POINT method of teleport does not work properly in IBM version 1.0. Only coordinate points should be used for teleportation with that version.) PAGE 2 BEFORE THE PARTY TELEPORTS IT SEES [GATEWAY 2] All artwork available. * ASK "YES/NO" QUESTION Select if the party is to get a YES or NO option about teleporting. (Otherwise, teleportation is automatic.) TRANSFER ON [YES or NO] Determines which answer causes the transfer. Only valid if the above option is selected. ASK Text to be displayed to the party. This is displayed whether or not ASK "YES/NO" QUESTION is active. If it is not active, a PRESS RETURN prompt is shown, with teleportation taking place immediately afterwards. PAGE 3 WHEN THE PARTY TELEPORTS PLACE... [DIRECTLY (COL, ROW)] Go to specific coordinates. [AT AN ENTRY POINT] Should move the party to one of 8 entry points. COL/ROW [0 to 49] Must be valid for the current module. Only active if DIRECTLY is chosen above. FACING [EAST/SOUTH/WEST/NORTH] The facing of the party at the new coordinates. Only active if DIRECTLY is chosen above. ENTRY POINT [1 to 8] Only valid if AT AN ENTRY POINT is chosen above. THE PLAYER READS Text displayed AFTER the teleportation. * EXECUTE EVENT AT DESTINATION If there is an event on the arrival point, it is only triggered automatically if this option is selected (otherwise, the party must leave the location and return to trigger that event). TEMPLE Outside of objects and personal spells, this is the only way characters can be healed of various afflictions in the game. Note that for the "Fix" button (which automatically heals all possible damage to party members) to be available to the party, the highest spell level must be set to "7" and the cost factor must be set to "free." PAGE 2 PLAYER SEES [TEMPLE PRIEST] All small artwork available. PLAYER READS Text to be displayed on entry. (PRESS RETURN is displayed and necessary before an actual Temple menu appears.) HIGHEST SPELL LEVEL OFFERED [1 to 7] Spell levels are cumulative. See Appendix C for a list of spells available, along with their normal cost. COST FACTOR [NORMAL] If not NORMAL or FREE, this determines the multiple or divisor used on the NORMAL prices. * ALLOW DONATIONS This option lets the party donate platinum pieces to the temple (possibly triggering an event below). WHEN [1 to 10 million] PLATINUM HAS BEEN DONATED This total is cumulative throughout the life of the game at any temple event. The chained event will not happen until the party starts to leave the temple after donating the requisite amount of platinum. CHAIN TO [no event] Select an event to chain to, if desired, when the above number has been reached. Only valid if ALLOW DONATIONS is active. PAGE 3 WHILE IN TEMPLE, PLAYER READS Text to be displayed after pressing RETURN on the first text. * BACK UP ONE STEP WHEN LEAVING If active, returns the party to its previous location upon exiting from the Temple. TEXT STATEMENT Useful for describing events or occurrences which may chain after the text statement or setting the mood. PAGE 2 PLAYER WILL... HEAR [NO SOUND] Select any sound or theme, if desired. SEE [NO ART] All artwork is available. DISTANCE [UP CLOSE/NEARBY/FAR AWAY] Only valid for sprites. * BACK UP ONE STEP WHEN DONE Returns party to previous location if active. PLAYER READS... TEXT 1 Text to be displayed. Remember that each text section is directly linked to the preceding text section unless MUST PRESS RETURN is active. Be sure to place a space after each text item to avoid crowding of sentences. * MUST PRESS RETURN Forces player to press return before next text section (or event) is displayed. * HIGHLIGHT Turns text in that section light cyan. PAGES 3 and 4 TEXTS 2 through 5 Additional text to display, each with the same options as TEXT 1. TRAINING HALL The only place characters can train to go to higher levels (plus the training hall possible in a Small Town event). The menus in the Training Halls also allow for character removals or additions, and modifications (for characters who haven't gained any experience yet). PAGE 2 WHICH CLASSES MAY TRAIN Determines who may train at this particular Hall. * CLERIC * FIGHTER * PALADIN * RANGER * MAGE * THIEF COST [FREE] Up to 100,000 Platinum may be charged for a character to train a single level. PLAYER SEES [ARMS MASTER] Any small artwork may be chosen. PLAYER READS Text to display. * BACK UP ONE STEP WHEN LEAVING Returns party to previous location on exit. TRANSFER MODULE This is the only way in which a party may move from one module (Overland or Dungeon) to another module (Overland or Dungeon). Unlike the Stairs and Teleport events, there are no problems using ENTRY POINTS with the Transfer Module events in version 1.0. PAGE 2 TRANSFER THE PARTY WHEN IT... [ATTEMPTS TO ENTER] THE CELL Event activates when the party attempts to move in a direction which would place it in that same location as the event (the party never actually completes the step). [IS IN] THE CELL Event does not activate until the party physically moves into the location of the event. BEFORE THE PARTY TRANSFERS IT SEES [NO ART] All artwork is available. * ASK "YES/NO" QUESTION Places YES and NO buttons at the bottom, giving the party the chance to stay. TRANSFER ON [YES or NO] Determines which answer causes the transfer. Ignored if the above option isn't selected. ASK Text to display to the party. This text is ALWAYS displayed. If the above option is not active, a PRESS RETURN option is given to the party, and the transfer takes place immediately afterwards. * DESTROY DROW EQUIPMENT Drow equipment (armor and weapons) is not supposed to survive the light of day. If the party is transferring to an outside (visible to real sunlight) area (whether Overland or "dungeon" module) and Drow equipment is actually available in the game, the designer should activate this option. PAGE 3 WHEN THE PARTY TRANSFERS... DESTINATION MODULE [dungeon 01] Any of the 4 Overland or 36 Dungeon modules can be selected as the destination of the party. PLACE... [DIRECTLY (COL, ROW)] Places the party at the coordinates indicated below when the new module is loaded in. [AT AN ENTRY POINT] Places the party at the below designated Entry Point when the new module is loaded in. COL/ROW [0 to 49] New location of the party if DIRECTLY is selected above. Must be valid for the new module. FACING [EAST/SOUTH/WEST/NORTH] The direction the party will be facing in the new module, if DIRECTLY is selected above. Note that this is ignored for Overland modules, which have no Facing. ENTRY POINT [1 to 8] The entry point where the party starts the new dungeon if AT AN ENTRY POINT is selected above. THE PLAYER READS Text to be displayed AFTER the transfer has taken place. * EXECUTE EVENT AT DESTINATION If there is an event in the new location of the party, it will only be triggered if this option is set. Otherwise, the party must leave the location and return to trigger that event. UTILITIES This event is used for arithmetic and logical operations on variables, and for ending an adventure. You may perform each of the three types of operation in a single UTILITIES event, although it is rather pointless to perform any other operations if you are ending the adventure. The first type of operation is arithmetic. An arithmetic operation allows you to add, subtract, or store a specific value in the variable you select. Values must be positive integers between 0 and 255. Remember that a value of zero indicates that the party does not possess a given item, while any other value indicates that the party does possess the item. The second operation is ending the adventure, which exits play. It is recommended that you warn the player before ending the adventure, and provide an opportunity to save the characters in the party, if they are to be allowed further adventures. The third operation is a multi-item check. This allows you to check whether the party has any or all of any six items and, if they do, give them a seventh item. If you are checking fewer than six items, simply check one of the items several times. This operation may be useful for determining whether the party has completed any of several tasks required to proceed, or whether the party has completed all of the tasks required to proceed, as the case may be. PAGE 2 MATH [0 to 255] This value is used in the below operations. [NO OPERATION] Value above is ignored and no special operation occurs. [STORED IN] Value above is placed into the item below, overwriting (erasing) any value previously stored there. [ADDED TO] Value above is added to any value already in the item below. [SUBTRACTED FROM] Value above is subtracted from any value already in the item below. [Item 1] The item which is used for the math functions above. This can be an Item, Key, or Quest. MISC * EXIT PLAY NOW Ends the game play immediately (no chance to save) and returns player to initial UA menu. PAGE 3 MULTI-ITEM CHECK OPERATION... [NONE] Ignores any checks selected below. [ALL ITEMS PRESENT] If all items shown in the checks below are present in the party, the item selected below is given to the party. [ANY ONE OR MORE PRESENT] As above, but only at least one listed item must actually be present for the action to take place. CHECKS 1 through 6 Select the keys or items which the party must currently have in order for the operation to take place. (Ignored if NONE is chosen above.) STORE RESULT IN [item 1] Choose an Item, Key or Quest. Once a value is stored in this selection, the party will have that item, or be at stage 1 of the designated Quest. VAULT As with the Small Town event's Vault, this is where players may store excess money and items. There can only be a single "real" Vault in the game, so anything stored in one vault becomes available from any other vault placed into the game. PAGE 2 PLAYER SEES [SASHA] Small artwork is available. PLAYER READS Text to be displayed on entry. * BACK UP ONE STEP WHEN LEAVING Returns the party to its previous location if active. WHO PAYS This event is used to allow the player to select a party member to pay a specified price. If a selected party member has sufficient wealth to pay the price, the price is deducted from the party member's wealth, and the party has succeeded. If the party exits without paying, they have failed. PAGE 2 PLAYER SEES [BARTENDER] Small artwork is available. PLAYER READS Text to be displayed at start of transaction. NEEDED FOR SUCCESS... [IMPOSSIBLE] No matter how much platinum is contributed, a FAILURE will result. [SUFFICIENT GEMS] A number of gems equivalent to the amount entered below must be contributed for SUCCESS. [SUFFICIENT JEWELRY] As above, but with a jewelry contribution. [SUFFICIENT PLATINUM] As above, but with a platinum contribution. AMOUNT THEY MUST PAY [0 to 10000] Zero guarantees SUCCESS, unless IMPOSSIBLE is chosen above. Otherwise, this amount must be contributed for a SUCCESS result. TELEPORT DESTINATION The party is only teleported if the SUCCESS or FAILURE (Pages 3 and 4) result demands it. COL/ROW [0 to 49] Must be a valid destination in the current module. FACING [EAST/SOUTH/WEST/NORTH] Facing of the party in the new location. * EXECUTE EVENT AT DESTINATION If there is an event at the new location, it will be triggered automatically if this option is active. Otherwise, the party must leave the location and return to activate the new event. PAGE 3 ON SUCCESS Actions on this page occur only if a SUCCESS result is obtained on Page 2. PLAYER READS Text to display. AFTER TEXT... [DO NOTHING] Perform no additional action. [CHAIN] Activate the event selected below. [TELEPORT] Teleport the party to the coordinates entered on Page 2. [BACKUP ONE STEP] Move the party back to its previous location. SUCCESS CHAIN [no event] Event to activate if CHAIN is selected above. PAGE 4 ON FAILURE Exact same functions as on Page 3, but these are only triggered if the party fails to contribute the correct amount (or IMPOSSIBLE is chosen on Page 2.) WHO TRIES For having characters pick locks, sneak across a room, force open a door, etc. PAGE 2 PLAYER SEES [BARTENDER] Small artwork is available. PLAYER READS Text to be displayed prior to selection. CHECK... [ALWAYS SUCCEEDS] No matter who tries, the attempt will be a SUCCESS. [ALWAYS FAILS] As above, but attempt will be a FAILURE. [STRENGTH] The character's strength must be equal to or greater than the number entered below. [INTELLIGENCE] As above, but for Intelligence. [WISDOM] As above, but for Wisdom. [DEXTERITY] As above, but for Dexterity. [CONSTITUTION] As above, but for Constitution. [CHARISMA] As above, but for Charisma. [THIEF-PICK POCKETS] Character must be a Thief class and his or her PICK POCKETS skill must be equal to or higher than the amount entered below. [THIEF-OPEN LOCKS] As above, but using the OPEN LOCKS skill. [THIEF-FIND/REMOVE TRAPS] As above. [THIEF-MOVE SILENTLY] As above. [THIEF-HIDE IN SHADOWS] As above. [THIEF-HEAR NOISE] As above. [THIEF-CLIMB WALLS] As above. [THIEF-READ LANGUAGES] As above. [COMPARE TO DIE] If selected, a die is rolled with the number of sides indicated to the right. The "Check" option above must be equal to the resulting number or higher than it for SUCCESS. [MUST HAVE] If selected, there is no random element. The character must have the indicated amount in the "Check" option above or a higher amount for SUCCESS. [0 to 100] The number of sides on the die, or the number the character must match or beat in the chosen skill/statistic for SUCCESS. % STR [0 to 100] Only valid if STRENGTH is chosen above and 18 is entered to the left. This is the percentile of 18/xx strength a character must have for SUCCESS. NUMBER OF TRIES [1 to 100] Number of attempts which can be made until a FAILURE is the result. (Really useful with a COMPARE TO DIE selection above. Without a random element, any given character will FAIL every try if he fails on the first try but other characters may still try.) TELEPORT DESTINATION Only used if the SUCCESS or FAILURE options demand it. COL/ROW [0 to 49] Must be a valid destination in the current module. FACING [EAST/SOUTH/WEST/NORTH] Party facing in the new location. * EXECUTE EVENT AT DESTINATION If there is an event at the new location, it will be triggered automatically if this option is active. Otherwise, the party must leave the location and return to activate the new event. PAGE 3 ON SUCCESS These actions are only taken if a SUCCESS result is determined on Page 2. PLAYER READS Text to be displayed. AFTER TEXT... [DO NOTHING] Take no further action. [CHAIN] Active the event specified below. [TELEPORT] Move the party to the destination specified on Page 2. [BACKUP ONE STEP] Return to the party to its previous location. SUCCESS CHAIN [NO EVENT] Event to chain to on a SUCCESS result and if CHAIN is selected above. PAGE 4 ON FAILURE Same types of actions as on Page 3, except they are only triggered with a FAILURE result on Page 2. APPENDIX A - Item List for Starting Characters; Under Game Settings, equipment for new characters can be defined as "None" up through +4. If None is selected, no equipment is received at all for new characters. The following lists show exactly what equipment is received by each character class at all other levels. Clerics - This list includes full Clerics and Cleric/Magic-Users. Poor - Helm, Club Modest - Shield, Ring Mail, Mace Average - Hammer, Shield, Chain Mail, Mace Prosperous - Shield, Plate Mail, Staff Sling, Flail +1 - Staff Sling +1, Shield +1, Banded Mail +1, Mace +1 +2 - Helm +2, Shield +2, Hammer +2, Banded Mail +2, Mace +2 +3 - Helm +3, Shield +3, Staff Sling +3, Banded Mail +3, Mace +3 +4 - Helm +4, Staff Sling +4, Shield +4, Banded Mail +4, Flail +4 Fighters - This list includes full Fighters, Paladins, Rangers, Cleric/Fighters, Cleric/Fighter/Magic-Users, Cleric/Rangers, Fighter/Magic-Users, Fighter/Thieves, and Fighter/Magic-User/Thieves. Poor - Ring Mail, Spear Modest - Shield, Scale Mail, Broad Sword Average - 20 Arrows, Long Bow, Shield, Banded Mail, Long Sword Prosperous - 20 Arrows, Composite Long Bow, Plate Mail, Two-Handed Sword +1 - Helm +1, Shield +1, 10 Arrows +1, Composite Long Bow +1, Plate Mail +1, Long Sword +1 +2 - Helm +2, Composite Long Bow +2, 40 Arrows +2, Shield +2, Plate Mail +2, Long Sword +2 +3 - Helm +3, Shield +3, Composite Long Bow +3, 10 Arrows +3, Plate Mail +3, Long Sword +3 +4 - Composite Long Bow +4, 10 Arrows +4, Helm +4, Shield +4, Plate Mail +4, Long Sword +4 Magic-Users - This list includes only full Magic-Users (no multi-classed characters). Poor - 10 Darts Modest - Dagger, 10 Darts Average - Robe, Quarterstaff, 10 Darts Prosperous - Robe, Cloak, Quarterstaff, 10 Darts +1 - Cloak of Prot. +1, Bracers of AC 6, 10 Darts +1, Dagger +1 +2 - Cloak of Prot. +2, Bracers of AC 4, 40 Darts +2, Quarterstaff +2 +3 - Cloak of Prot. +3, Bracers of AC 2, 10 Darts +3, Dagger +3 +4 - Cloak of Prot. +4, Bracers of AC 2, Dart of Hornet's Nest, Dart of Hornet's Nest, Quarterstaff +4 Thieves - This list includes full Thieves and Magic-User/Thieves. Poor - Club Modest - Leather Armor, Short Sword Average - Sling, Leather Armor, Broad Sword Prosperous - Elfin Chain, 20 Arrows, Composite Short Bow, Long Sword +1 - 10 Arrows +1, Composite Short Bow +1, Elfin Chain +1, Long Sword +1 +2 - Elfin Chain +2, Sling +2, Long Sword +2 +3 - Elfin Chain +3, Sling +3, Long Sword +3 +4 - Cloak of Prot. +4, Bracers of AC 2, Sling +4, Long Sword +4 APPENDIX B - Monster Effects List; The following list describes in detail each effect which can be used in the Monster Editor on Page 6. SPELLS [Blink] This is the effect of the third level mage spell "Blink." [Invisible] This is the effect of the second level mage spell "Invisibility." It is dispelled when the invisible character attacks. [Iron Skin] This is the effect of the fifth level mage spell "Iron Skin." [Prot vs Evil] This is the effect of the first level clerical spell "Protection from Evil." [Prot vs Good] This is the effect of the first level clerical spell "Protection from Good." [Prot vs Evil 10 ft] This is the effect of the fourth level clerical spell "Protection from Evil, 10 Foot Radius." [Prot vs Good 10 ft] This is the effect of the fourth level clerical spell "Protection from Good, 10 Foot Radius," (which does not actually exist in gold box games). [See Invisible] This is the effect of the second level mage spell "See Invisible." ITEMS [Cloak Displaced] This is the effect generated by a Cloak of Displacement. The first attack upon the monster always misses, and subsequent attacks have a -2 penalty to THAC0. [Mirror Readied] Allows reflection of gaze attacks from other monsters. PLAYer CHARS [Constitution 19] Allows character to regenerate one hit point per hour. [Dwarf AC Bonus] Gives character bonus of +4 AC vs certain large, clumsy monsters. [Dwarf thac0 +1] Character has +1 THAC0 bonus vs certain foes of dwarves. [Elf MR] Elves have 90% resistance vs. sleep and charm spells. [Gnome AC Bonus] Gives character bonus of +4 AC vs certain large, clumsy monsters. [Dwarf thac0 +1] Character has +1 THAC0 bonus vs certain foes of gnomes. [Half-Elf MR] 30% resistance vs. sleep/charm effects. [Halfling Resist] Character gets a bonus to saving throws vs wands and spells, based on constitution. [Rngr Gnt Bonus] Character gets a damage bonus vs giant class characters equal to character's ranger level. DEFENSE BONUSES [+3 Full Damage] Weapons do half damage to monster unless they are +3 or better. [+4 Full Damage] Weapons do half damage to monster unless they are +4 or better. [Efreet Fire Res] Immune to normal fire. Magical fire damage is at -1 per damage die. [Elec Growth] Monster gains 8 hit points whenever hit by electrical attack. Does not confer immunity to electrical attacks. [Half Dam-Blunt] Only takes half damage from blunt weapons (like a club). All other weapons do normal damage. [Half Dam-Cut] Like above, but cutting weapons (sword, etc). All other weapons do normal damage. [Half Dam Mag Wp] Like above vs. magical weapons. All other weapons do normal damage. [Half Dam Weapons] Like above, but vs. ALL weapons. [Immune All Weap] Monster takes no damage from melee or missile attacks. [Immune Disease] Cannot be diseased (via spell or mummy) [Immun Drag Brth] Cannot take damage from dragon breath effects. [Immun Norm Weap] Takes no damage from non-magical weapons or from attacks by monsters under 5 hit dice. [Immune Paralyze] Cannot be paralyzed. [Immun Psn/Paral] Cannot be paralyzed or poisoned. [Immun Slep/Chrm] Unaffected by sleep and charm spells. [Immune to Cold] No damage from cold attacks like CONE OF COLD. [Immune to Elec] No damage from Lightning & similar electrical attacks. [Immune to Fear] No effect from Cause Fear, Dragon Fear. [Immune to Fire] No damage from fire effects (fireball,etc.) [Immune to Weap <+2] Takes no damage from weapons less than +2 and monsters with fewer than seven hit dice. [Immune to Weap <+3] Takes no damage from weapons less than +3 and monsters with fewer than nine hit dice. [Iron Golem MR] Healed by Fireballs, Slowed for 3 rounds by Lightning. Immune to ALL other spells. [Prot vs Gaze] Cannot be affected by Gaze attacks. [Rakshasa MR] Unaffected by spells lower than 8th level. [Res Fire & Cold] Takes half damage from fire or cold if saving throw failed; no damage if saving throw made. [Troll Get Up] Monster comes back to life with full hit points 3-6 rounds after being killed, if not slain by fire or acid and nobody is standing where monster was standing when slain. [Troll Regen HP] All damage is regenerated at the rate of 3 HP per combat turn. ATTACKS [+2D6 Fire Dam] If attack #2 hits, target takes 2-12 extra points of magical fire damage; target may save for half damage. [+4D6 Fire Dam] If attack #2 hits, target takes 4-24 extra points of magical fire damage; target may save for half damage. [Marilith Attack] The first six attacks from attack #1 each round do damage as different weapons: the first is a 2-Handed Sword +4; the second is a Bastard Sword +4; the third is a Long Sword +4; the fourth is a Scimitar +4; the fifth is a Dagger +4; and the sixth is a Spear +4. [Beholder Attack] These attacks are in addition to normal attacks. The monster may make up to four of the following magical attacks: "disintegrate" vs a target within a range of 2; "flesh to stone" vs a target within a range of 3; "death ray" vs a target within a range of 4; "cause serious wounds" vs a target within a range of 5; "fear" at any target(s) in sight; "slow" at any target(s) in sight; and "sleep" at any target(s) in sight. [Blak Pud Attack] If attack #1 or attack #2 hits, target's armor (if any) has its bonus permanently reduced by 1 instead of taking normal damage; chain mail or worse is dissolved when it reaches -1 bonus; banded or plate mail is dissolved when it reaches -2 bonus. If target is not wearing armor, target takes normal damage from the attack. [Charm Gaze] Separate attack each round to attempt to charm a random enemy. [Dragon Acid] This attack is instead of normal attacks, and may not be used more than three times in one battle. Monster breathes a cone of acid, doing acid damage equal to monster's maximum hit points to all targets within the cone; targets may save vs. dragon breath for half damage. [Dragon Cold] As acid, but as cone of cold. [Dragon Fear Att] This attack takes effect at the beginning of a battle. All opponents with fewer than three hit dice are paralyzed (unable to move or attack, but still taking damage normally) for 4-6 rounds if they fail to save vs spells; opponents with three to five hit dice have -2 THAC0 and damage penalties for 4-6 rounds if they fail to save vs. spells; opponents with six or more hit dice are unaffected. Opponents must save vs each monster with this effect, but the effects of multiple failures are not cumulative. [Dragon Fire] As acid, but like a cone of fire. [Dragon Lightnin] As acid, but lightning bolt effect (including rebounds off walls). [Dragon Poison] As acid, but poison cloud. [Drain 1 Level] Successful attacks remove one level (permanent until RESTORED) from victim, along with associated hit points, spells, and similar abilities. [Drain 2 Levels] As above, but 2 levels per attack. [Ghoul Para Att] If attack #1 hits, target must save vs poison or be paralyzed for 10 rounds. While target is paralyzed, target will be slain by any attack. [Gorgon Attack] This attack is instead of normal attacks, and may only be used up to four times per battle. All targets within the cone of effect muse save vs petrification or turn to stone. [Hell Hound Brth] This attack is in addition to normal attacks, and may be used every round. The target takes 7 points of fire damage (3 points if saving throw vs dragon breath is made). [Lethal Poison] Save vs. poison on a successful attack #2 or be poisoned. [Mummy Disease] If attack #1 or attack #2 hits, target is afflicted with a rotting disease and cannot be healed by cure wounds spells until the disease is cured. Target will suffer a loss of charisma over time from the disease, and will die in 1-6 months, if not cured. [Mummy Fear Aura] At beginning of a battle, all foes of the monster must save vs poison or be paralyzed for 1-4 rounds. While victims are paralyzed, they will be slain by any attack. [Owl Bear Hug] If attack #1 hits with a die roll of 18 or better, target is held in the monster's grasp. The target cannot move away, and monster does 2d8 crushing damage to target each round, instead of normal damage. [Paralyze Attack] If attack #2 hits, target must save vs poison or be paralyzed for 10 rounds. [Paralyze Gaze] This attack is in addition to normal attacks. Target must save vs petrification with a bonus of +3 or be paralyzed for 10 rounds. [Paralyze on Hit] Whenever attack #1 or attack #2 hits, target must save vs poison or be paralyzed for 10 rounds. [Petrify Attack] Save vs. Petrification on successful attack or be turned to stone. [Petrify Gaze] This attack is in addition to normal attacks. Target must save petrification or have "Iron Golem MR" effect or be turned to stone. [Phase Spdr Poison] Save vs. Lethal Poison at -2 or die. [Carrion Stench] Whenever it's monster's turn to move, all opponents adjacent to monster must save vs spells or suffer a -2 THAC0 penalty. [Rnd Bonus Atts] Each round, monster has a 75% chance of doing two attacks with attack #2 and a 25% chance of doing four attacks with attack #2. [Sham Mnd Engulf] Whenever attack #1 hits twice in one round, the target is engulfed. The target may not move away from the monster, the monster will attack the target twice each round for 2-16 points of damage (instead of normal attacks), and, in 2-4 rounds, the target will suffocate and die. [Umber Hulk Gaze] This attack is in addition to normal attacks. The target must be adjacent to the monster. If the target fails to save vs spells, the target is confused for 3-12 rounds. This attack is not reflectable. HAZARDS [Reflectble Gaze] Gaze attack can be reflected back to the monster by readied mirrors and Silver Shields. [Slew Blesd Blts] Instantly killed if hit by a Blessed Crossbow Bolt - no saving throws or immunities apply. [Vuln To Fire] 1 extra point of damage per die taken from all fire-based attacks. APPENDIX C - Temple Spells; The following spells (with their NORMAL prices) are available in Temples. Spell levels are cumulative, so a Temple set to Level 4 spells also includes spells from levels 1 through 3. Levels 1 & 2 Cure Light Wounds -- 20 Platinum Level 3 Cure Blindness -- 200 Platinum Cure Disease -- 200 Platinum Remove Curse -- 700 Platinum Level 4 Neutralize Poison -- 200 Platinum Cure Serious Wounds -- 70 Platinum Level 5 Cure Critical Wounds -- 120 Platinum Raise Dead -- 1100 Platinum Level 6 Heal -- 1000 Platinum Stone to Flesh -- 400 Platinum Level 7 Restoration -- 1500 Platinum Resurrection -- 2000 Platinum APPENDIX D - ITEM LIST ITEM LIST The follow list shows all items available in the game and their REGULAR prices. Prices can be modified almost everywhere to range from FREE to various divisions of the regular price to REGULAR to various multiplications of the regular price up to 100 times the regular price. When items (even those found or given as Treasure) are sold to a shop, the player receives half price for it. Prices are shown in parenthesis and are in platinum pieces. +0 WEAPONS A 20 Arrows (40), Battle Axe (2), Hand Axe (2), Composite Short Bow (30), Composite Long Bow (50), Long Bow (24), Short Bow (6), Club (2), Light Crossbow (4), Dagger (2), 10 Darts (20), Flail (2), Halberd (4), Hammer (2), 5 Javelins (10), Mace (4), Morning Star (2), Military Pick (4), Awl Pike (2), 20 Bolts (40) +0 WEAPONS B Scimitar (6), Sling (2), Spear (2), Quarter Staff (2), Staff Sling (2), Bastard Sword (10), Broad Sword (4), Long Sword (6), Short Sword (4), Two-Handed Sword (12), Trident (2) +0 ARMOR Belt (2), Boots (2), Cloak (2), Robe (2), Banded Mail (36), Chain Mail (30), Helm (6), Leather Armor (2), Plate Mail (160), Ring Mail (12), Scale Mail (18), Shield (6), Elfin Chain (100), Mirror (8) +1 WEAPONS 10 Arrows +1 (60), Battle Axe +1 (1000), Composite Short Bow +1 (1400), Composite Long Bow +1 (1600), Light Crossbow +1 (1400), Dagger +1 (200), 10 Darts +1 (200), Flail +1 (1600), Hammer +1 (1000), 2 Javelins +1 (1600), Mace +1 (1200), 10 Bolts +1 (60), Scimitar +1 (800), Sling +1 (1400), Quarter Staff +1 (800), Staff Sling +1 (1600), Long Sword +1 (1000), Short Sword +1 (800), Two-Handed Sword +1 (1000), Trident +1 (800) +2 WEAPONS 10 Arrows +2 (120), Battle Axe +2 (2000), Composite Short Bow +2 (3000), Composite Long Bow +2 (3600), Light Crossbow +2 (3000), Dagger +2 (600), 10 Darts +2 (500), Flail +2 (3600), Hammer +2 (2400), 2 Javelins +2 (4000), Mace +2 (1800), 10 Bolts +2 (120), Scimitar +2 (2400), Sling +2 (3000), Quarter Staff +2 (1600), Staff Sling +2 (3600), Long Sword +2 (2000), Short Sword +2 (1600), Two-Handed Sword +2 (2000), Trident +2 (1600) +3 WEAPONS 10 Arrows +3 (180), Battle Axe +3 (3600), Composite Short Bow +3 (5000), Composite Long Bow +3 (6000), Light Crossbow +3 (5000), Dagger +3 (1000), 10 Darts +3 (2400), Flail +3 (3200), Hammer +3 (3200), 2 Javelins +3 (6000), Mace +3 (4000), 10 Bolts +3 (180), Scimitar +3 (4000), Sling +3 (5000), Quarter Staff +3 (2800), Staff Sling +3 (6000), Long Sword +3 (3600), Short Sword +3 (2800), Two-Handed Sword +3 (3600), Trident +3 (2800) +4 WEAPONS 10 Arrows +4 (240), Battle Axe +4 (5000), Composite Short Bow +4 (4000), Composite Long Bow +4 (5000), Light Crossbow +4 (4000), Dagger +4 (4000), 10 Darts +4 (2000), Flail +4 (3200), Hammer +4 (4000), 2 Javelins +4 (10000), Mace +4 (8000), 10 Bolts +4 (240), Scimitar +4 (8000), Sling +4 (4000), Quarter Staff +4 (4000), Staff Sling +4 (5000), Long Sword +4 (5000), Short Sword +4 (4000), Two-Handed Sword (5000), Trident +4 (4000) +5 WEAPONS 10 Arrows +5 (300), Battle Axe +5 (8000), Composite Short Bow +5 (8000), Composite Long Bow +5 (10000), Light Crossbow +5 (8000), Dagger +5 (8000), 10 Darts +5 (3200), Flail +5 (11000), Hammer +5 (12000), 2 Javelins +5 (20000), Mace +5 (12000), 10 Bolts +5 (300), Scimitar +5 (12000), Sling +5 (8000), Quarter Staff +5 (6000), Staff Sling +5 (10000), Long Sword +5 (8000), Short Sword +5 (6000), Two-Handed Sword +5 (8000), Trident +5 (6000) +1, +2 ARMOR Cloak of Prot +1 (4000), Banded Mail +1 (1800), Chain Mail +1 (1400), Helm +1 (1000), Leather Armor +1 (800), Plate Mail +1 (2000), Ring Mail +1 (1000), Scale Mail +1 (1200), Shield +1 (1000), Elfin Chain +1 (3000), Cloak of Prot +2 (8000), Helm +2 (2000), Leather Armor +2 (3000), Plate Mail +2 (4200), Ring Mail +2 (2400), Scale Mail +2 (2700), Shield +2 (2000), Elfin Chain +2 (5000) +3, +4 ARMOR Cloak of Prot +3 (12000), Banded Mail +3 (5600), Chain Mail +3 (5000), Helm +3 (3200), Leather Armor +3 (5000), Plate Mail +3 (6200), Ring Mail +3 (2800), Scale Mail +3 (3200), Shield +3 (3200), Elfin Chain +3 (8000), Cloak of Prot +4 (16000), Banded Mail +4 (14000), Chain Mail +4 (12000), Helm +4 (4800), Leather Armor +4 (10000), Plate Mail +4 (8200), Ring Mail +4 (5600), Scale Mail +4 (6400), Shield +4 (4800), Elfin Chain +4 (12000) SPECIAL A Cloak of Prot +5 (20000), Banded Mail +5 (24000), Chain Mail +5 (20000), Helm +5 (7000), Leather Armor +5 (20000), Plate Mail +5 (11000), Ring Mail +5 (10000), Scale Mail +5 (8000), Shield +5 (7000), Elfin Chain +5 (20000), Fine Long Bow (10000), 2 Blessed Bolts (2000), Dart of Hornet's Nest (3000), Cloak of Displacement (7000), Silver Shield +3 (6400), Silver Shield +4 (14000), Belt of Prot +3 (12000), Girdle of Giant Strength (1000), Periapt of Health (4000) SPECIAL B Javelin of Lightning (1200), Stone of Good Luck (10000), Necklace of Missiles (1200), Eyes of Charming (9600), Bracers AC 6 (4800), Bracers AC 4 (7200), Bracers AC 2 (9600), Long Sword vs Giants (2200), Vorpal Long Sword (20000), Drow Long Sword +1 (2), Drow Long Sword +3 (2), Drow Long Sword +4 (2), Drow Chain +1 (2), Drow Chain +3 (2), Drow Chain +4 (2), Fine Long Bow +2 (16000), Gauntlets of Ogre Power (6000), Light Crossbow Cursed -3 (1000) Note that DROW items should not be able to be purchased in a game to keep with "normal" Drow practices. This is one reason why their items are so cheap. Another is that Drow items normally dissolve in sunlight. RINGS Ring (200), Ring of Vulnerability (800), Ring of Prot +1 (4000), Ring of Prot +2 (5000), Ring of Prot +3 (6000), Ring of Prot +4 (7000), Ring of Prot +5 (8000), Ring of Cold Resistance (2000), Ring of Electric Immunity (2000), Ring of Fire Resistance (2000), Ring of Invisibility (3000), Ring of Blinking (2000), Ring of Wizardry (20000), Ring of Prot From Evil (2000) WANDS Wand of Ice Storm (8000), Wand of Fireballs (6400), Wand of Lightning (6400), Wand of Magic Missiles (14000), Wand of Paralyzation (10000) POTIONS Potion of Speed (180), Potion of Healing (160), Potion of Extra Healing (320), Potion of Invisibility (200), Potion of Giant Strength (560), Elixir of Youth (4000) SCROLLS Scroll of Prot Dragon Breath (8000) Cleric Scroll 3 Spells (2520) - 7th Level: Restoration, Resurrection, Restoration Cleric Scroll 3 Spells (2520) - 7th Level: Destruction, Energy Drain. 6th Level: Blade Barrier Mage Scroll 3 Spells (1800) - 5th Level: Hold Monsters, Fire Touch, Iron Skin Mage Scroll 3 Spells (2160) - 6th Level: Death Spell, Globe of Invulnerability, Stone to Flesh Mage Scroll 3 Spells (3480) - 7th Level: Delayed Blast Fireball. 9th Level: Monster Summoning, Power Word Kill Mage Scroll 3 Spells (6000) - 3rd Level: Dispel Magic. 2nd Level: Stinking Cloud. 3rd Level: Invisibility, 10' Radius