 Special Qests:

Level 1: The magic that appears to protect may also empower a weapon...
Level 2: Match four of what you have the most with their like.
Level 3: ...Do idols really need to see?
Level 4: The courteous adventurer leaves things as they were, but also
         keeps the dangeon clean.
Level 5: All adventurers can benefit from a full pantry!
Level 6: Those that are scattered belong together.
Level 7: Find the three that hold the key.
Level 8: Ancient traps may be turned to your advantage.
Level 9: Where it is written, items may pass where you may not.
Level 10: Replace the treasure with that which the drow treasure.
Level 11: Those second from the ends must differ from the rest.

 ------------------------------------------------------------------


                                  Advanced
                             Dungeons & Dragons
                              computer product




                     E Y E  O F  T H E  B E H O L D E R
              A LEGEND SERIES Fantasy Role-Playing Saga, Vol.1
                                 CLUE BOOK




                        STRATEGIC SIMULATIONS, INC.


WESTWOOD ASSOCIATES CREDITS

                    Writers    Marc Cram, Michael Legg
                               Eydie Laramore

          Special Thanks to    Glenn Sperry

STRATEGIC SIMULATIONS CREDITS

                    Writers    George MacDonald,
                               Richard Wilson

                 Support By    Glen Cureton, John Kirk

      Art, Graphic Design &
         Desktop Publishing    Louis Saekow Design:
                               Peter Gascoyne

       Pre-press Production    Louis Saekow Design:
                               Kirk Nichols

                   Printing    American Lithographers, Inc.


Strategic Simulations, Inc. reserves the  right to make improvements in  the
product described in this clue book at anytime and without notice.

Strategic Simulations, Inc.  makes no warranties,  express or implied,  with
respect to this clue book,  its quality, merchantability or fitness  for any
particular purpose. This clue book is provided "as is".

ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are trademarks owned
by and used under license from TSR, Inc., Lake Geneva, WI USA.

Copyright  1991  Strategic  Simulations,  Inc.  Copyright 1991 TSR, Inc. All
Rights Reserved.

This  clue  book  is   copyrighted  and  includes  proprietary   information
belonging to TSR, Inc. and  Strategic Simulations, Inc. No one  is permitted
to sell  copies of  this clue  book to  any person  or institution except as
provided for by written agreement with Strategic Simulations, Inc. and  TSR,
Inc. No one may copy, photocopy, reproduce, translate, or reduce to  machine
readable form this clue book without the prior written consent of TSR, Inc.

Any persons reproducing  any portion of  this clue book  for any reason,  in
any  media,  shall  be  guilty  of  copyright  violation  and subject to the
appropriate civil  or criminal  action at  the discretion  of the  copyright
holder(s).


                             TABLE OF CONTENTS

Introduction.............................................................
STORY BACKGROUND.........................................................
STRATEGY.................................................................
    The Characters.......................................................
    The Party............................................................
    Combat Mechanics.....................................................
    Attacking............................................................
    Tactics..............................................................
    Ability Scores and Other Characteristics.............................
    Weapons and Armor....................................................
    Spells...............................................................
    Non-Player Characters................................................
    Monsters.............................................................
    Solving Puzzles......................................................
MAPS.....................................................................
    Level 1 - Upper Sewer Level..........................................
    Level 2 - Middle Sewer Level.........................................
    Level 3 - Lower Sewer Level..........................................
    Level 4 - Upper Level Dwarven Ruins..................................
    Level 5 - Dwarven Ruins and Camp.....................................
    Level 6 - Bottom Level of Dwarven Ruins..............................
    Level 7 - Upper Reaches of the Drow..................................
    Level 8 - Drow Outcasts..............................................
    Level 9 - Lower Reaches of the Drow..................................
    Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
    Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
    Level 12 - Xanathar's Inner Sanctum..................................
HINTS....................................................................
    Level 1 - Upper Sewer Level..........................................
    Level 2 - Middle Sewer Level.........................................
    Level 3 - Lower Sewer Level..........................................
    Level 4 - Upper Level Dwarven Ruins..................................
    Level 5 - Dwarven Ruins and Camp.....................................
    Level 6 - Bottom Level of Dwarven Ruins..............................
    Level 7 - Upper Reaches of the Drow..................................
    Level 8 - Drow Outcasts..............................................
    Level 9 - Lower Reaches of the Drow..................................
    Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
    Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
    Level 12 - Xanathar's Inner Sanctum..................................
Solutions................................................................
    Level 1 - Upper Sewer Level..........................................
    Level 2 - Middle Sewer Level.........................................
    Level 3 - Lower Sewer Level..........................................
    Level 4 - Upper Level Dwarven Ruins..................................
    Level 5 - Dwarven Ruins and Camp.....................................
    Level 6 - Bottom Level of Dwarven Ruins..............................
    Level 7 - Upper Reaches of the Drow..................................
    Level 8 - Drow Outcasts..............................................
    Level 9 - Lower Reaches of the Drow..................................
    Level 10 - Xanathar's Outer Sanctum, Mantis Hive.....................
    Level 11 - Xanathar's Outer Sanctum, Lower Reaches...................
    Level 12 - Xanathar's Inner Sanctum..................................
    Portals..............................................................
TREASURE GUIDE...........................................................
    Items By Level.......................................................
    Special Quest Bonuses................................................



                                INTRODUCTION

EYE OF THE BEHOLDER is Strategic Simulaions, Inc.'s first ADVANCED  DUNGEONS
& DRAGONS (R)  Legend Series fantasy  role playing saga.  In this game,  the
characters are hired by the Lords of Waterdeep to discover the source of  an
evil presence in  the sewers beneath  the city. The  party must explore  the
sewers,  avoid  traps,  and  battle  monsters  to discover the source of the
evil.

EYE OF THE BEHOLDER (EOB) is different from previous AD&D (R) computer  role
playing games.  EOB is  based on  the AD&D  2nd Edition  rules. It is a real
time  game,  where  exploration,  puzzle  solving,  and  combat  all  happen
continuously  in  the  3D  window.  EOB  also  requires more exploration and
puzzle solving than previous AD&D computer role playing games.

Because EYE  OF THE  BEHOLDER is  a new  kind of  AD&D computer role playing
game,  this  clue  book  is  organized  in  a  new way. The Strategy section
contains  advice  on  playing  EOB  effectively,  including  how to select a
party, fight  combat, best  use spells,  choose NPC  companions, and  defeat
specific monsters. The Maps section contains the maps to all of the  various
levels in the game, but contains  no hints or solutions to the  puzzles. The
Hints sections contains dues to the solution of many of the puzzles in  EOB,
but  it  does  not  contain  the  complete  answers  or the locations of the
monsters.  The  Solutions  section  contains  step  by step solutions to the
puzzles, locations of the monsters, and  a road map of the magic  portals in
the game. The  Treasure section contains  lists of the  treasures in all  of
the various levels of the game.

This clue book  acts as a  player's guide to  EYE OF THE  BEHOLDER. A player
can get as little or  as much help as he  likes. A player who wants  to play
the game  effectively, but  who wants  to explore  the game  for himself can
read the Strategy section  and ignore the rest.  A player who wants  to play
the game  but who  doesn't want  to draw  maps can  use the Maps section and
ignore the Hints and  Solutions sections. A player  who wants a push  in the
right direction  when confronted  by a  difficult puzzle  can check  out the
Hints section. And, the player who  wants to see everything in the  game can
use the Solutions and Treasure sections so that he won't miss a thing.

This clue book assumes that you have read the EYE OF THE BEHOLDER Rule  Book
and Data Card that came with your game. If you have any questions about  how
to do  a specific  action, check  the Rule  Book. If  you have any questions
about the installation or interface, check your Data Card.

Armed with  all of  this knowledge  you are  sure to  be successful  in your
quest.

                             STORY BACKGROUND

Dear Adventurers,

It is my sincere  hope that you receive  this package before you  begin your
quest into the sewers beneath  Waterdeep. This package contains notes  found
on a drow spy that could help you on your journey.

The spy was captured  two nights ago by  Oltec, Captain of the  Guard. Under
interrogation,  the  drow  revealed  a  disturbing  plan.  He  claimed to be
working for  a being  named Xanathar.  The spy  claimed that  Xanathar is an
evil crime lord that inhabits the deepest part of the sewer system.

Supposedly, Xanathar  magically teleported  this drow  into the  city to spy
into the city to  spy on the Lords  of Waterdeep. Xanathar did  not have the
capability to teleport the spy back into his underworld and so gave the  spy
this package of information to make the trip back underground safer.

This package  includes a  map of  some of  the tunnels  and caverns  beneath
Waterdeep. It also includes several sets  of notes that point out traps  and
monsters to be avoided and items that might be useful  on the trek.

Use the information in this package wisely. It may be the advantage you
need to defeat this wretched villain, Xanathar.

Your trusted friend,

KHELBEN

                             STRATEGY

Many  elements  make  up  the  strategies  the  party will use in EYE OF THE
BEHOLDER. These  elements include:  the characters  that make  up the party,
the mechanics and tactics  of combat, the equipment  and spells used by  the
party, the NPCs that support the  party, the monsters the party fights,  and
the techniques used to solve puzzles.

The Characters

There  are  many  strategies  for  putting  together  an  effective party of
characters. Certain  combinations of  character classess  and race  are more
effective than others.

Single-Class vs. Multi-Class

Non-human  characters  can  be  multi-classed  characters, but that does not
mean that they must be multi-class characters. Single-class characters  have
a number of  advantages over multi-classed  characters with the  same amount
of EXP.

Single-class fighters have several advantages. With the same amount of  EXP,
they  will  average  many  more  HP  and  have  a  better chance to hit than
multi-class fighter combinations.

Single-class clerics  and mages  will gain  higher level  spells much sooner
than  multi-class  cleric  or  mage  combinations. Spell casters become much
more useful  when they  reach 5th  level and  can cast  the 3rd level spells
Fireball and Create Food.

Characters  can  more  effectively  specialize  in  EOB  than  in other AD&D
computer role playing  games. With careful  play, rear rank  characters will
seldom  get  into  melee  combat.  This  makes  a single-class mage a viable
character by reducing  the effect of  his limited abilities  im melee. Also,
the real time nature of EOB means that a character can only do one thing  at
a time, a character's  ability to do many  different things is often  not as
important as the ability to do one thing very well.

The  advantages  of  multi-class  characters  are  obvious, they combine the
abilities  of  several  different  classes  of  character  in  one.  Thus, a
fighter/mage can both melee effectively  and castr spells, though he  can do
neither as well as  a single-class fighter or  mage with the same  amount of
EXP.  Multi-classed  characters  are  often  useful  to  add  an  additional
capability  to  a  party,  such  as  thieving  skills or additional clerical
healing spells.

Racial Advantages

Because  of  the  monsters  and   situations  in  EOB,  certain   race/class
combinations are very  effective. The following  are some specific  types of
characters and their advantages.

Dwarven Fighter:  A  dwarven  fighter  with  a high constitution has a  high
resistance to poison, which makes it  much easier to fight giant spiders.  A
dwarf  fighter  can  also  have  a  Constitution  of  19,  which can further
increase his HP. A  dwarf also allows the  party to read the  writing on the
wall in the dwarvish levels of the game.

Human Paladin: Only humans  can be paladins. Paladins  can fight as well  as
any fighter,  plus they  have the  ability to  heal by  laying on hands and,
they have the ability  to cast some low  level clerical healing spells  when
they reach ninth level.

Elven Mage: A single-class mage  gains levels swiftly and will  quickly gain
the ability to cast  useful spells like Fireball. An elven mage with a  high
dexterity has  a high  AC, which  makes it  easier to  survive stray  thrown
weapons. As a mage, an elf's maximum constitution of 17 does  not limit  his

HP and his maximum dexterity of 19 can increase his AC, a high dexterity  is
essential to a mage.  An elf also allows  the party to read  the writings on
the wall in the drow levels of the game.

Human, Half  Elven, or  Elven Cleric:  A single-class  cleric swiftly  gains
levels and the ability to cast useful spells like Create Food. Humans,  Half
Elves  and  Elves  can  all  have  a  maximum wisdom of 18 (thus gaining the
maximum bonus spells) and have no level restrictions in this game.

Half Elven Fighter/Mage/Cleric: This is the character with the most  diverse
talents in the game.  This character can use  almost every item in  the game
(excluding  lockpicks),  and  has  a  limited  ability  to  fight,  can cast
offensive spells, and heal. Unfortunately, a half elven  fighter/mage/cleric
will go up levels  extremely slowly, and will  have very few HP  for most of
the game.

Elven Fighter/Mage/Thief: The thiefly counterpart to the half elven jack  of
all trades  listed before.  This character  can use  literally every item in
the  game   and  can   pick  locks   as  well.   Unfortunately,  an    elven
fighter/mage/thief will also  go up levels  extremely slowly, and  will have
very few HP for most of the game.

Gnome Cleric/Thief: A  gnomish cleric/thief makes  a good character  to fill
out a party that already  has a single-class cleric. The  cleric/thief gives
the party additional  clerical healing spells  plus the thieving  ability of
picking locks.

The Party

A party  should include  a good  mix of  classes and  races to deal with the
many horrors in EOB. The player  will need to decide upon his  overall party
strategy before making the characters in his party.

In general, a party should have  at least two characters who can  fight well
for the front rank, a character who  can cast mage spells, and at least  one
character who can cast clerical healing spells.

Fighters
The party has many choices for  the two front rank characters who  can fight
well. Most races make reasonable fighters, and fighter, paladin, and  ranger
class  characters  can  all  fight  well.  Even single-class cleric and dual
class fighter/cleric characters  can be effective  front rank characters  in
the beginning  levels of  the game.  Also, most  of the  NPC characters  the
party meets later in the game can fight well and could be used in the  front
rank.

Spell Casters
The choice of the  various spell casters is  also important to the  strategy
of the party. One character who can cast mage spells is normally  sufficient
for most parties. Mages must find their higher level spells on scrolls,  the
supply of scrolls  is limited, so  it not efficient  to divide those  spells
among several mages in a party.

It is  often useful  to have  two characters  who can  cast clerical healing
spells.  It  is  important  not  to  get  caught  after  a  battle without a
conscious cleric.  A conscious  cleric with  a few  Cure Light Wounds spells
can heal as many  HP in hours, as  a party without a  conscious cleric could
heal in many days of rest.

Party Makeup
One strategy is to  create a party of  specialists who go up  in levels with
the fewest number of EXP. This party  works well so long as the warriors  in
the front rank never let the spell casters in the rear rank get into melee.

Specialist Party: Dwarven  Fighter,  Human  Paladin,  Elven Mage, and   Half
Elven Cleric

Another strategy is to create  a party of generalists who  are multi-classed
characters.  This  party  should  always   have  some  character  with   the
appropriate skill for  a situation. But,  such a diverse  party will take  a
lot of EXP to get to higher levels.

Generalist Party: Dwarven Fighter/Thief,  Half Elven  Fighter/Cleric,  Elven
Fighter/Mage, Half Elven Cleric/Mage

A further strategy is to have a mixed party with specialist warriors in  the
front rank  and generalist  spell casters  in the  rear rank.  This strategy
makes sure that the  fighters gain levels (and  HP) as quickly as  possible,
but that the spell casters will have a wide variety of spells available.

Mixed Party: Dwarven Fighter,  Human Paladin, Half Elven  Cleric/Mage, Gnome
Cleric/Thief.

Combat Mechanics

Understanding the combat  mechanics used in  EYE OF THE  BEHOLDER allows the
party  to  use  the  most   effective  weapons  and  tactics  in   different
situations. Each character's ability in combat is defined by his AC,  THAC0,
and damage.

AC
A character or monster's  difficulty to be hit  is represented by his  Armor
Class or AC. The lower the target's AC, the harder it is to hit the  target.
AC is based  on armor and  a dexterity bonus.  Some magic items  also help a
character's AC.

THAC0
A character's  THAC0 represents  his ability  to hit  enemies. THAC0  stands
fot To Hit Armor Class 0. This  is the number a character must 'roll'  equal
to or greater than to do damage on  a target with an AC of 0. The  lower the
attacker's THAC0,  the better  his chance  to hit  the target. A character's
THAC0 is based on his class and level.

Note: the generation of  a random number is  often referred to as  a 'roll'.
In determining if an attack hit, the number generated is from 1 through  20.
The base roll is  modified by the character's  ability scores and any  magic
weapons.

An  attack  is  successful  if  the  roll  is  greater  than or equal to the
attacker's THAC0 minus the target's AC.

Example: A fighter with a  THAC0 of 15 attacking a  monster with an AC of  3
would need to roll:  (THAC0=15)-(AC=3) = 12+. But  to hit a monster  with an
AC of -2 he would need to roll: (THAC0=15)-(AC=-2)=17+.

Damage
When a hit is  scored, the attacker does  damage. Damage is the  range of HP
loss  the  attacker  inflicts  when  he  hits  an opponent in combat, and it
depends on the attacker's strength  and weapon type. The damage  each weapon
can do is summarized in the Weapons List.

Some monsters  take only  partial or  no damage  from certain  weapon types.
Skeleton, for example, take only half damage from sharp or edged weapons.

Attacking
Characters generally engage in melee combat, which is face-to-face  fighting
with weapons such as swords  and maces. Characters also have  other options,
such as casting spells and ranged combat, with bows and slings.

In general, a character attacks the enemy  in the front rank on his side  of
the  screen.  when  there  only  one  enemy  left in battle, it moves to the
center of the square and characters from both sides can attack it.

Combat Strategies

To  succeed  in  combat,  a  skilled  player  deploys  his party well, casts
effective spells  before and  during combat,  maneuvers his  characters into
advantageous positions, and attacks  using his most powerful  characters and
weapons.

Deploying the Party

Keep  the  heavily-armored  fighters  in  the  front rank and the vulnerable
mages and thieves in the rear ranks.

Equipping the Party

Equip characters in the front rank with the most powerful melee weapons  you
can find. See the  Weapons Table to see  how much damage each  type of melee
weapon can do. As soon as  you find enough weapons, warriors should  carry a
one  handed  weapon  in  their  primary  hand  and  a  short  sword in their
secondary hand.

Equip characters  in the  rear ranks  with the  most powerful ranged weapons
you can  find. See  the Weapons  Table to  see how  much damage each type of
ranged  weapon  can  do.  Spell  casters  should have their holy symbols and
spell books in-hand, ready to cast spells.

Characters who use thrown weapons  should carry weapons both in-hand  and in
their belt pouch for quick  reloading. Front rank characters who  use thrown
weapons may wish to carry a shield  or short sword at the top of  their belt
pouch. This shield or short  sword will be readied automatically  after they
attack with the last of their thrown weapons.

Be sure to recover your ranged weapons after each battle and to collect  all
of the ranged weapons  you can find. Ranged  weapons get used up  quickly in
battle, and they may have special uses later in the game.

Wounded Characters

Characters who are seriously wounded should  be moved out of the front  rank
if possible. It  is much easier  to heal a  wounded character than  it is to
bring a dead character back to life.

Moving and Fighting

If  you  are  exploring  an  area,  move  with  the compass on the screen to
facilitate mapping. If you are moving through an explored area, move with  a
spell menu on the screen and  an attack spell showing. Always move  with the
Adventure  Screen  up,  you  can't  fight  from  the  Equipment or Character
Screens.

With  both  the  adventure  screen  and  spell  menu up you are prepared for
battle.  Prepare  for  battle  before  you  open  any door, climb or descend
stairs, or push  a button that  could open a  door or secret  wall. Monsters
often lurk  behind closed  doors or  secret walls,  and monsters  are always
ready for combat.

Remember  that  you  can  move  and  fight  at  the  same time. You can move
backwards to dodge an  enemy melee attack. You  can move side-ways to  dodge
an enemy ranged attack.  You can even run  away and close a  door behind you
to get away from a particularly nasty fight.

Fighting from the Keyboard

Fighting from the keyboard takes  a little more planning than  fighting with
a mouse. To fight  effectively, quickly choose the  item you want to  attack
with and press the U key to Use it.

There are two ways to move the  item highlight and choose the item you  want
to  attack  with:  the  A,  S,  W  and  Z,  item  cursor keys, and the F1-F6
character selection  keys. The  party's equipment  should be  set up to take
maximum advantage of the way you move the item highlite.

If you use the A, S, W and  Z, item cursor keys to move the item  highlight,
place the  six weapons  the party  uses most  in the  primary and  secondary
hands of the  front rank characters  and in the  primary hands of  the first
two rear rank characters. Before a  battle, start the item highlight on  the
primary  hand  of  the  character  in  the upper right hand corner. Practice
quickly  moving  the  item  highlight  in  a circle through these six items,
Using each  item in  turn. By  the time  the cursor  gets back  to the first
item, that item should be ready to Use again.

If you use the  F1-F6 character selection keys  to move the item  highlight,
place the four to  six weapons the party  uses most in the  primary hands of
each of the  characters. Before a  battle, start the  item highlight on  the
primary  hand  of  the  character  in  the upper right hand corner. Practice
using  the  F1-F6  keys  to  quickly  moving  the item highlight in a circle
through these four to  six items, Using each  item in turn. By  the time the
cursor gets back to the first item, that item should be ready to Use again.

Once you can  move the item  highlight and use  weapons quickly, add  moving
and casting  mage spells  to the  combat rhythm.  In general,  if the combat
situation requires that  the party move,  then interrupt your  combat thythm
and  move!  To  cast  spells  effectively  in  combat,  take the first spare
instant  to  Use  a  mage's  spell  book  and  open  the  spell menu. Resume
attacking with weapons until you have another spare instant, the choose  the
spell level, the spell  within that level, and  the cast the spell.  You can
eliminate choosing the spell within a level if you memorize only the  attack
spells Magic Missile,  Melf's Acid Arrow,  Fireball, Ice Storm,  and Cone of
Cold.

With a little planning and practice,  you can fight as effectively with  the
keyboard as you can with the mouse. While the party's attacks may  sacrifice
some flexibility, they will gain in consistency and rhythm.

Tactics

The monsters  on the  first several  levels are  each designed  to require a
different combat strategy for  maximum effectiveness. The player  should try
to learn  different combat  strategies to  fight each  type of  monster most
effectively.

Level 1

The monsters  on level  1 do  not have  special abilities  or weaknesses. It
only requires that the party learn to melee effectively to survive.

Level 2

The  monsters  on  level  2  are  undead.  The party should learn that these
monsters  can  be  turned  by  a  cleric  who  has his holy symbol ready and
in-hand.

Level 3

The kuo-toa have ranged attacks. The party should learn to dodge the  ranged
attacks before closing with the monster to melee.

Levels 4 & 5

The giant spiders have a poisonous  bite. The party should learn 'shoot  and
scoot' tactics to keep  out of melee. These  tactics consist of learning  to
move backwards while attacking with ranged weapons and spells.

Level 6

The kenku have multiple ranged attacks, travels in groups, and can  surround
a slow moving party. The party should learn to keep dodging until the  flock
has expended all  of its ranged  attacks. The party  also needs to  learn to
use  area  effect  damage  spells,  like  Fireball,  to clear out the flocks
quickly and  to move  swiftly so  as not  to get  trapped in a corridor with
foes both in front and behind.

There is  a wizard  on level  6 that  has many  area effect spells. Here the
party needs to learn 'hit and run' tactics. These tactics are to dodge  back
around a  corner, strike  at their  foe as  he presents  his flank, and then
dodge back againg as he turns to  face the party. The object of this  tactic
is to always avoid the enemy's devastating fire power.

Level 7

The drow have weapons coated with a paralyzing poison and have a significant
resistance to  magic. The  party should  learn to  rely on  missile fire and
maneuver, instead of magic and melee, to defeat their foes.

Once the party has learned all  of this tactics, they have a  chance against
any of the  monsters in the  game. All the  party has to  do then is  decide
which tactic is most effective in each situation.

ABILITY SCORES AND OTHER CHARACTERISTICS

Strength

The Strength  Chart lists  the modifiers  to melee  his probability  and the
damage adjustment based on the character's Strength.

Strength Chart

Ability Score             Melee Hit Probability            Damage Adjustment

3                                 -3                             -1
4-5                               -2                             -1
6-7                               -1                             none
8-15                              normal                         none
16                                normal                         +1
17                                +1                             +1
18                                +1                             +2
18/01-50*                         +1                             +3
18/51-75*                         +2                             +3
18/76-90*                         +2                             +4
18/91-99*                         +2                             +5
18/00*                            +3                             +6
19#                               +3                             +7
20#                               +3                             +8
21#                               +4                             +9
22#                               +4                             +10

* These bonuses are available only to fighters, paladins, and rangers.
# These scores are only possible in this game through magic.

Dexterity

The Dexterity Chart lists the  modifiers to missile hit probability  and the
AC adjustment based on the character's Dexterity.

Dexterity Chart

Ability Score             Melee Hit Probability                AC Adjustment

3                                -3                                 +4
4                                -2                                 +3
5                                -1                                 +2
6                                 0                                 +1
7-14                              0                                  0
15                                0                                 -1
16                               +1                                 -2
17                               +2                                 -3
18                               +2                                 -4
19                               +3                                 -4

Constitution

The Constitution Chart lists the Hit Point Adjustment that a character  gets
every level.

Constitution Chart

Ability Score             Hit Point Adjustment

3                                -2
4-6                              -1
7-14                              0
15                               +1
16                               +2
17                          +2(+3)*
18                          +2(+4)*
19                          +2(+5)*

* These bonuses are available  only to fighters, paladins, and  rangers; for
all other classes the maximum hit point adjustment for constitution is +2.

THAC0

THAC0 is not an  ability score, but it  is an important characteristic.  The
THAC0 Chart lists a character's base THAC0 for his class and level.

THAC0 Chart

                                  Character Level
Class             1    2    3    4    5    6    7    8    9    10    11

Cleric            20   20   20   18   18   18   16   16   16   14    14
Fighter           20   19   18   17   16   15   14   13   12   11    10
Mage              20   20   20   19   19   19   18   18   18   17    17
Paladin           20   19   18   17   16   15   14   13   12   11    10
Ranger            20   19   18   17   16   15   14   13   12   11    10


WEAPONS AND ARMOR

Weapons

Weapons are divided into 3 classes: melee, thrown, and fired. Melee  weapons
are used only in  close combat, while thrown  and fired weapons are  used at
range.  Characters  in  the  front  rank  can  use melee and ranged weapons.
Characters in the rear ranks can  only use ranged weapons. Note the  Classes
sections starting on page 23 in the rules that limit some character  classes
to certain weapons.

The Weapons Chart  lists the weapons  with their range  of hit point  damage
versus small, medium, and large-sized creatures. The damage done by a  melee
weapons is adjusted  by the attacking  character's strength and  any magical
bonus the weapon may have.

Weapons Chart

                          Damage vs. Small & Medium         Damage vs. Large

Melee Weapons:

Staff*                            1-6                             1-6
Mace                              2-7                             1-6
Short Sword                       1-6                             1-8
Flail                             2-7                             2-8
Axe                               1-8                             1-8
Long Sword                        1-8                             1-12
Halberd*                          1-10                            2-12

Thrown Weapons:

Rock                              1-2                             1-2
Dart                              1-3                             1-2
Dagger                            1-4                             1-3
Spear                             1-6                             1-8

Ranged Weapons:

Sling & Rocks*                    1-4                             1-4
Bow & Arrows*                     1-6                             1-6

* These two-handed weapons must be used from the primary hand

Armor

Armor provides  a character  a base  AC. The  lower the  character's AC, the
harder it is for an attack to hit. AC is based on the character's armor  and
his dexterity bonus. Some magic items also help a character's AC.

Note the Classes sections starting on  page 23 in the rules that  limit some
character  classes  to  certain  types  of  armor. The Armor Chart lists the
types of armor in EOB and the base AC they provide a character.

Armor Chart

Armor Type              Base AC

Robe                      10
Shield*                    9
Leather Armor              8
Scale Mail                 7
Chain Mail                 6
Banded Armor               4
Plate Mail                 3

* A shield subtracts 1 AC from any armor it is used with.

Boots, helmets,  and non-magical  bracers may  look like  armor, but they do
not modify a character's AC. They can safely be left as weights on  pressure
plates. Magical bracers, however, can modify a character's AC.

Spells

Spells are an important part of a party's capabilities. The spells that  the
party's spell casters memorize will have an important effect on the  party's
tactics.

In  the  following  section,  the  spells  have  been  divided  into  types:
Offensive Spells,  Defensive Spells,  and Other  Spells. There  are specific
hints  on  when  each  type  of  spell  is  most  effective. Spells that are
available only to clerics are marked with an *.

Offensive Spells

Burning Hands, *Cause Light  Wounds, Shocking Grasp, *Flame  Blade, Vampiric
Touch, *Cause Serious Wounds and  *Cause Critical Wounds: These are  hand to
hand magical attacks. The spell caster  must be in the front rank  to attack
with  them.  Because  of  the  time  it  takes  to cast these spells and the
vulnerability of many spell casters, they are normally the offensive  spells
of last resort.

Magic Missile, Melf's Acid Arrow  and Flame Arrow: These are  ranged magical
attacks that affect only one monster at a time. They allow the spell  caster
to attack from the safety of the rear ranks. They are the favorite offensive
spells of lower level mages.

Hold  Person,  Fireball,  Lightning  Bolt,  Fear,  Ice  Storm, Cone of Cold,
*Flame Strike and  Hold Monster: These  are ranged magical  attacks that can
affect several monsters in an area. Because of the damage they can do,  they
are often the preferred offensive spells of higher level spell casters.

These  area  effect  spells  are  especially  effective  when  fighting many
monsters. Look  closely at  the area  of effect  of the  various spells. The
spells that affect several squares are more effective against monsters  that
cannot attack in  groups. The spells  that effect a  single square are  most
effective against monsters that attack in groups.

Two of these spells take special care  when they are used. If the target  of
an Ice Storm spell is within melee  range of the party, the party will  also
take damage  from the  spell. The  Hold Person  spell only  affects kobolds,
dwarves, and drow.

Defensive Spells

Armor, *Protection  from Evil,  Shield, *Magical  Vestment, *Protection from
Evil  10'  Radius,  and  Stoneskin:  These  spells mainly provide protection
against physical attacks.  Cast these spells  on your front  rank characters
just  before  dangerous  battle.  Stoneskin  is often the preferred physical
defensive spell of higher level spell casters.

*Bless and *Prayer: These  spells mainly provide protection  against magical
attacks.  Cast  these  spells  on  your  front  rank  characters just before
dangerous battles.

Healing Spells

*Cure Light Wounds, *Aid, *Cure  Serious Wounds, and *Cure Critical  Wounds:
These spells replace  a character's lost  HP. The Aid  spell can increase  a
character's HP  over  his  normal  maximum  value,  but  only   increases HP

temporally. Cleric  class characters  should always  have a  few Cure  Light
Wounds spells memorized to quickly heal the party while resting.

*Slow Poison, *Remove  Paralysis, *Neutralize Poison:  These spells slow  or
remove the effects  of poison or  paralysis. Keep a  number of these  spells
memorized whenever the party  is anywhere near a  monster who can poison  or
paralyze the party.

*Raise Dead: This spell will bring a character back from the dead. Keep  one
of these spells memorized once your cleric gets to a high enough level.

Other Spells

Detect Magic: This spell  is very useful in  evaluating the items the  party
picks up during the game. The spell causes all magical items carried by  the
party to glow blue.

Invisibility and Invisibility 10'  Radius: Invisibility is a  useful defense
for a  character in  the rear  ranks who  avoid attacking.  Invisibility 10'
Radius is useful  to hide the  entire party from  mystic sensors and  prying
eyes.

Even  when  the  party  is  invisible,  most monsters will sense the party's
general location, though the monsters  get big penalties on attacks  against
invisible targets.

*Create Food & Water: This spell is  very useful in the lower levels of  the
dungeon where  food is  scarce. Be  sure to  memorize this  spell before the
party begins starving not after!

Haste: This spell is especially  useful when fighting monsters who  are very
fast. The  Haste spell  allows a  party to  make melee  attacks much faster.
Cast this spell on your party just before dangerous battles.

NON-PLAYER CHARACTERS

There are nine non-player characters that can join the party throughout  the
adventure. Some are found as bones that can be resurrected.

The NPC  list show  the character's  class, alignment,  race/gender, ability
scores, and maximum hit points. The  list also shows the location where  you
find the NPC, his initial status,  and any equipment the NPC has  on-hand or
nearby.

Tod Uphill

          Class:            Level 5 Thief
          Alignment:        Chaotic-Neutral
          Race/Gender:      Halfling Male
          Ability Scores:   Str.: 17 Int.: 11
                            Wis.: 14 Dex.: 19
                            Con.: 18 Cha.: 16
          Hit Points:       32
          Location:         Level 1, location 2
          Status:           Dead (bones)
          Equipment:        Lockpicks

Anya

          Class:            Level 4 Fighter
          Alignment:        Chaotic-Good
          Race/Gender:      Human Female
          Ability Scores:   Str.: 18/59 Int.: 5
                            Wis.: 11 Dex.: 14
                            Con.: 16 Cha.: 9
          Hit Points:       45
          Location:         Level 3, location 40
          Status:           Dead (bones)
          Equipment:        Leather Armor, Long Sword, Spear

Taghor

          Class:            Level 5 Fighter
          Alignment:        Chaotic-Good
          Race/Gender:      Dwarf Male
          Ability Scores:   Str.: 17 Int.: 11
                            Wis.: 15 Dex.: 15
                            Con.: 19 Cha.: 9
          Hit Points:       45
          Location:         Level 4, location 39
          Status:           Injured
          Equipment:        Dwarf Helmet, Chain Mail, Axe

Dorhum

          Class:            Level 3 Fighter
          Alignment:        Lawful-Good
          Race/Gender:      Dwarf Male
          Ability Scores:   Str.: 18/29 Int.: 13
                            Wis.: 11 Dex.: 16
                            Con.: 17 Cha.: 14
          Hit Points:       28
          Location:         Level 5, location 27
          Status:           Okay
          Equipment:        Dwarf Helmet, Chain Mail, Axe, 2 Rations,
                            Potion of Healing

Ileria

          Class:            Level 6 Cleric
          Alignment:        Lawful-Good
          Race/Gender:      Half Elf Female
          Ability Scores:   Str.: 10 Int.: 12
                            Wis.: 9  Dex.: 15
                            Con.: 17 Cha.: 17
          Hit Points:       52
          Location:         Level 7, location 19A
          Status:           Dead (bones)
          Equipment:        Holy Symbol

Beohram

          Class:            Level 7 Fighter
          Alignment:        Lawful-Good
          Race/Gender:      Human Male
          Ability Scores:   Str.: 17 Int.: 9
                            Wis.: 15 Dex.: 13
                            Con.: 18 Cha.: 17
          Hit Points:       55
          Location:         Level 9, location 57
          Status:           Dead (bones)
          Equipment:        Helmet, Holy Symbol, Plate Mail, +5 Long Sword
                            called "Severious", Shield, Dagger

Keirgar

          Class:            Level 5 Fighter
          Alignment:        Newtral-Good
          Race/Gender:      Dwarf Male
          Ability Scores:   Str.: 18/92 Int.: 15
                            Wis.: 15 Dex.: 12
                            Con.: 19 Cha.: 17
          Hit Points:       45
          Location:         Level 10, location 15
          Status:           Injured (captive)
          Equipment:        None

Tyrra

          Class:            Level 6 Ranger
          Alignment:        Chaotic-Good
          Race/Gender:      Elf Male
          Ability Scores:   Str.: 16 Int.: 14
                            Wis.: 16 Dex.: 18
                            Con.: 17 Cha.: 7
          Hit Points:       45
          Location:         Level 10, location 36
          Status:           Dead (bones)
          Equipment:        Skull Key

Kirath

          Class:            Level 7 Mage
          Alignment:        Neutral
          Race/Gender:      Half-Elf Male
          Ability Scores:   Str.: 11 Int.: 17
                            Wis.: 13 Dex.: 18
                            Con.: 8  Cha.: 12
          Hit Points:       21
          Location:         Level 11, location 60
          Status:           Dead (bones)
          Equipment:        +2 Bracers of Defense, +5 Dagger, +2 Ring of
                            Protection, Robe +5, Spell Book

 
