|>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> CAE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<| | | | [CAE] Pool of Radiance Refrence [CAE] | | | | Typed up by: llord Slasher | | | | [CAE] Central Axis Exclusive: ( 6 1 4 ) 2 3 9 - 7 6 2 1 [CAE] | | | |>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> CAE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<| MONEY CONVERSIONS ^^^^^^^^^^^^^^^^^ Coin Type Gold Equivalent ------------------------------- Copper 200 cp = 1 gp Silver 20 sp = 1 gp Electrum 2 ep = 1 gp Gold 1 gp = 1 gp Platinum 1/5 pp = 1 gp SPELL LIST ^^^^^^^^^^ This is a listing of spells available to playercharacter clerics and magic-users as they gain in level. First Level Clerical Spells --------------------------- Bless/Curse Cure Light Wounds/Cause Light Wounds Detect Magic Protection from Evil/Protection from Good Second Level Clerical Spells ---------------------------- Find Traps Hold Person Resist Fire Silence 15' Radius Solw Poison Snake Charm Spiritual Hammer Third Level Clerical Spells --------------------------- Animate Dead Cure Blindness/Cause Blindness Cure Disease/Cause Disease Dispel Magic Prayer Remove Curse/Bestow Curse First Level Magic-User Spells ----------------------------- Burning Hands Charm Person Detect Magic Enlarge/Reduce Friends Magic Missile Protection from Evil/Protection from Good Read Magic Shield Shocking Grasp Second Level Magic-User Spells ------------------------------ Detect Invisibility Invisibility Knock Mirror Image Ray of Enfeeblement Stinking Cloud Strength Third Level Magic-User Spells ----------------------------- Blink Dispel Magic Fireball Haste Hold Person Invisibility, 10' Radius Lightning Bolt Protection from Evil, 10' Radius/Protection from Good, 10' Radius Protection from Normal Missiles Slow ARMOR LIST ^^^^^^^^^^ Weight Maximum Armor Type in gp. AC Movement-* ------------------------------------------- None 0 10 - Shield, Small-# 50 9 - Leather 150 8 12 squares Padded 100 8 9 squares Studded 200 7 9 squares Ring 250 7 9 squares Scale 400 6 6 squares Chain 300 5 9 squares Splint 400 4 6 squares Banded 350 4 9 squares Plate 450 3 6 squares * - A character carrying many objects including lots of coins, can be further limited in movement to a minimum of 3 squares per turn. # - A Shield subtracts 1 AC from any armor it's used with. TABLE OF EXPERIENCE PER LEVEL ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ The following shows the amount of experience a character must earn to gain a level in his character class. All experience earned by multiple-class characters is divided by the number of classes. When a character has earned a gain in level for one class but not another, the Show command shows the highest level. Thus, a character who is a fighter-thief and has earned 1,800 experience points in each class (a total of 3,600 XP), will be shown to be 2nd level because he has earned that level as a thief, though not as a fighter. His fighting abilities are still based on his being a 1st level fighter. Cleric: Spells-* Level Experience 1 2 3 ---------------------------------- 1 0 - 1,500 1 - - 2 1,501 - 3,000 2 - - 3 3,001 - 6,000 2 1 - 4 6,001 - 13,000 3 2 - 5 13,001 - 27,500 3 3 1 6 27,501 - 55,000 3 3 2 * - Clerics get additional Spells by Level if they have a Wisdom of 13 or greater. Fighter: Level Experience ----------------- 1 0 - 2,000 2 2,001 - 4000 3 4,001 - 8000 4 8,001 - 18,000 5 18,001 - 35,000 6 35,001 - 70,000 7 70,001 - 125,000 8 125,001 - 250,000 Magic-User Spells Level Experience 1 2 3 ---------------------------------- 1 0 - 2,500 1 - - 2 2,501 - 5,000 2 - - 3 5,001 - 10,000 2 1 - 4 10,001 - 22,500 3 2 - 5 22,501 - 40,000 4 2 1 6 40,001 - 60,000 4 2 2 Theif: Level Experience ----------------- 1 0 - 1,250 2 1,251 - 2,500 3 2,501 - 5,000 4 5,001 - 10,000 5 10,001 - 20,000 6 20,001 - 42,500 7 42,501 - 70,000 8 70,001 - 110,000 9 110,001 - 160,000 CLERICS vs. UNDEAD ^^^^^^^^^^^^^^^^^^ A good or evil cleric (not a neutral one) has a certain influence on undead. He extends this influence by using the Turn command in the Combat Menu. His level determines how many undead and what kind he can influence. Evil clerics can make undead either neutral of friendly to the party. Good clerics can drive the undead away and may be able to destroy them if the cleric is of a high enough level and the undead are of a low-enough level. The following is a list of undead in increasing order of power and what minimum level of cleric a character has to be to have any influence over them. Low level clerics generally have a chance, not a certainty, of affecting undead. Minimum Undead Type Level of Cleric ----------------------------- Skeleton 1st Zombie 1st Ghoul 1st Wight 1st Wraith 3rd Mummy 4th Spectre 5th Vampire 6th GLOSSARY OF AD&D GAME TERMS AND COMPUTER TERMS ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ABILITY SCORES: These are numbers that describe the attributes of the characters. There are six ability scores: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. For the most part, the range of numbers runs from 3 to 18, the higher the better. ADVENTURER: This is a term for one of the characters you play in this game. ALIGNMENT: This is the basic philosophy of a character. CHARACTER: This is another name for one of the persons you play in the game. A party consists of several characters. COMMAND: A one or two word option in a menu. Activating that command allows you to either to view another menu or have your characters perform an action. ENCOUNTER: This is whay happens when a party meets a monster. You are given a menu of choices of how you want to handle the situation. ENTER: The act of giving a command to the computer. How this is done varies depending on the computer. EXPERIENCE POINTS (XP): Every encounter the characters have yeilds experience points for every character depending on how successful the encounter was for the party. A character who gains enough XP can advance a level if he has enough gold for training. FACING: In combat, a character faces a certain direction. An attack from the direction he is not facing has a greater chance of doing damage. A character will always face an opponent if he only has one opponent. HIT POINTS (HP): This is a measure of how healthy a character is. Damage from weapons subtracts hit points from the character's total. When he has lost all of his hit points, he is unconscious and dying. If his wounds are bound by another party member, he is simply unconscious. ICON: This is the small picture of a monster or a character seen in the initial stages of an encounter and during combat. Character icons can be altered using the Alter command in the Camp Menu. INITIATIVE: This is a semi-random determination of which character in a combat acts first. The characters with higher dexterities have a better chance for a higher initiative. LEVEL: This describes the power of a number of different items. The power of characters, dungeons, monsters, and spells are all described with levels. CHARACTER LEVEL: This is a determination of how much experience a character has. The higher the level, the more experience and important the character is. High-level spellcasters can cast high level spells. DUNGEON LEVEL: This is a measure of how far in the earth a dungeon is. For the most part, the further down one is, the more ferocious the monsters. Thus, a high-level dungeon refers either to how deep it goes of the relative toughness of the monsters. MONSTER LEVEL: This is a measure of how powerful monsters are. The higher the level, the more powerful the monster. SPELL LEVEL: Spells come in degrees of difficulty. The higher the level of the spell, the higher the difficulty. Only very experienced magic-users and clerics can learn high level spells. MAGIC: This term covers spellcasting, enchanted items, and any other application of the supernatural. MELEE COMBAT: This is hand-to-hand combat with weapons such as swords, spears, and fists. MISSILE COMBAT: This is ranged combat with weapons such as bows and arrows, crossbows and quarrels, and slings and slingstones. MONSTER: This term actually includes human and other player races as well as such creatures as ogres and dragons. In general, if it isn't part of your party, it's a monster. Monsters are not necessarily hostile. Some may be helpful. Thats what the Parlay command in the Encounter Menu is for. NON-PLAYER CHARACTER (NPC): This is a member of a player character race who is not controlled by the player. Some NPCs can be brought into a party. PARTY: The group of adventurers you form to perform the missions you are given. A party can be reformed for each adventure, and even altered during the course of an adventure. PLAYER CHARACTER (PC): This is a member of a player character race who is controlled by the player. The characters in your adventuring party are PCs. SPELL: This is a magic incantation that cam alter the nature of reality. Both magic-users and clerics can cast spells after memorizing them. If the spell is cast, it is gone from the user's mind and must be rememorized. SPELL BOOK: The book a magic-user carries his spells in. If he doesn't have a magic book, he has no spells to memorize. ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Class Armor Shield Weapons ------------------------------------------ Cleric any any club, flail, hammer, mace, staff Fighter any any any Magic-User none none dagger, dart, staff Theif leather none club, dagger, dart, sling, one handed swords WEAPON LIST ^^^^^^^^^^^ Damage vs. Damage vs. Larger Number Name Man Sized Than Mans Sized of Hands Class ----------------------------------------------------------------------------- Axe, Hand 1-6 1-4 1 f Bardiche + 2-8 3-12 2 f Bastard Sword 2-16 2-16 2 f Battleaxe 1-8 1-8 1 f Bec de Corbin + 1-8 1-6 2 f Bill-Guisarme + 2-8 1-10 2 f Bo Stick 1-6 1-3 2 f Broad Sword 2-8 2-7 1 f,th Club 1-6 1-3 1 f,cl,th Dagger 1-4 1-3 1 f,mu,th Dart 1-3 1-2 1 f,mu,th Fauchard + 1-6 1-8 2 f Fauchard-Fork + 1-8 1-10 2 f Flail 2-7 2-8 1 f,cl Fork, Military + 1-8 2-8 2 f Glaive + 1-6 1-10 2 f Glaive, Guisarme + 2-8 2-12 2 f Guisarme + 2-8 1-8 2 f Guisarme-Voulge + 2-8 2-8 2 f Halberd + 1-10 2-12 2 f Lucern Hammer + 2-8 1-6 2 f Hammer 2-5 1-4 1 f,cl Javelin 1-6 1-6 1 f Jo Stick 1-6 1-4 1 f Long Sword 1-8 1-12 1 f,th Mace 2-7 1-6 1 f,cl Morning Star 2-8 2-7 1 f Partisan + 1-6 2-7 2 f Pick, Military 2-5 1-4 1 f Pike, Awl + 1-6 2-12 1 f Quarterstaff 1-6 1-6 2 f,cl,mu Ranseur + 2-8 2-8 2 f Scimitar 1-8 1-8 1 f,th Short Sword 1-6 1-8 1 f,th Spear 1-6 1-8 1 f Spectum + 2-7 2-12 2 f Trident 2-7 3-12 1 f Two-Handed Sword 1-10 3-18 2 f Voulge + 2-8 2-8 2 f Composite Long Bow * 1-6 1-6 2 f Composite Short Bow * 1-6 1-6 2 f Long Bow * 1-6 1-6 2 f Heavy Crossbow # 2-5 2-7 2 f Light Crossbow # 1-4 1-4 2 f Short Bow * 1-6 1-6 2 f Sling 1-4 1-4 1 f,th ----------------------------------------------------------------------------- + Polearm f = fighter * Must have ready arrows to fire. cl = cleric # Must have ready quarrels to fire. th = theif mu = magic-user *===========================================================================* | [CAE] Central Axis Exclusive (614) 239-7621 [CAE] | *---------------------------------------------------------------------------*