Beholder download eye manual




















The beholder regains spent legendary actions at the start of its turn. The beholder is the stuff of nightmare. This creature, also called the sphere of many eyes or the eye tyrant , appears as a large orb dominated by a central eye and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top of the orb.

Among adventurers, beholders are known as deadly adversaries. The globular body of the beholder and its kin is supported by levitation, allowing it to float slowly about as it wills. The beholders are a hateful, aggressive and avaricious race, attacking or dominating other races, including other beholders and many of the beholder-kin.

This is because of a xenophobic intolerance among beholders that taught them to hate all creatures not like themselves. The basic, beholder body-type a sphere with a mouth and a central eye, eye-tipped tentacles allows for a great variety of beholder subspecies. Some have obvious differences, there are those covered with overlapping chitin plates, and those with smooth hides, or snakelike eye tentacles, and some with crustacean-like joints.

But something as small as a change in hide color or size of the central eye can make two groups of beholders sworn enemies. Beholders will normally attack immediately. The exact reproductive process of the beholder is unknown. The core racial hatred of the beholders may derive from the nature of their reproduction, which seems to produce identical or nearly so individuals with only slit margin for variation.

Beholder may use parthenogenic reproduction to duplicate themselves, and give birth live no beholder eggs have been found. The smaller eyes of the beholder may be used to produce a potion of levitation. Beholder is employed as material component to empower the following spells:. The beholder shoots three of the following magical eye rays at random reroll duplicates , choosing one to three targets it can see within feet of it: 1. Charm Ray.

The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. Paralyzing Ray. To throw an item click over the 3-D view center line. The strongest character automatically makes the attempt. Move in Dungeon Click on the move- on the character portrait from the adventure screen.

Examine Character Information Click Navigate in the Dungeon Watch the on a character portrait from the adventure screen, then click on the other page button which looks like an upturned page corner. The compass is hidden by the spell menu when characters cast spells. Information about the selected item appears in the text window. Some gates are locked or trapped and can only be opened with keys or special actions. To prepare a ranged weapon, place the weapon in the character's primary hand.

As you fire the weapon, ammunition will be automatically used from either the quiver bows , or belt pouch and backpack sling stones if it is available. Replacements are automatically drawn from the bottom of the character's belt pouch if they are available. Paladin Heal Right-click on an in-hand holy symbol, click on the 1st-level spell button, click on lay on hands ability, then click on the target character. Pick a Lock Left-click on the thief's lock pick, place it over the lock, and click.

Thieves will automatically attempt to disarm any traps they find in locks. Pause the Game Click on the Camp button at the bottom right side of the screen. This brings up the camp menu, and pauses time in the game. At the doors of Temple Darkmoon. Ready a New Item Left-click on an Throw an Item Left-click on an item, item, move the item over a character's hand, and left-click again to put it in place.

To drop an item click below the 3-D view center line. This type of throwing is not the same as throwing a dart or dagger, which is described under Fire a Ranged Weapon. Take an Item Left-click on the item. To place it in a backpack or belt pouch, or to wear it, carry the item over the character portrait and click on the portrait to switch to the equipment screen. Then, click over the destination. Treasure, food, weapons, and other items can be found throughout the dungeon.

And remember that in the 3-D view, you need to be adjacent to an item in order to pick it up; sometimes an item will be in sight, but out of reach!

Turn Vndead Right-click on a cleric or paladin's holy symbol, click on the 1st-level spell button, then click on the turn undead ability. Unlock a Gate Left-click on the appropriate key, place it over a lock, and click. View Parchment Right-click on an inhand parchment. Protect Vulnerable Characters Place vulnerable characters in the rear rank. Rear rank characters can only be hit by monsters' melee attacks if the front rank characters are down, or if creatures are attacking from the sides or rear of the party.

Place clothing or armor on again to put it in place. Place Return to Adventure Screen Click on the character portrait to return to the bracers on the character's wrists to wear them. Place rings on the character's fingers to wear them. Place a helmet on adventure screen. Place a Store Items click on an item, carry it necklace on the character's neck to over the backpack, and click to place it wear it.

Place any foot gear on the feet inside. Items in the backpack are not to wear it. Items in the charac- when a character is hungry. The food ter's backpack and belt pouch are not bar is red when a character is close to readied and do not help the character.

The food bar is blank when the Items worn on the character's body or in- character is starving. When characters hand are readied and give the character are starving they cannot memorize or any bonuses or penalties they confer.

Character Information like arrows to view other characters' Give an Item Click on the item, click The character screen displays a charac- equipment. See "Character Basics" ment screen. Keep Items Ready to Throw on page 23 for details. Check Character Screen Click on the An item in the belt pouch is transferred Things You Can Do from the Character Screen other screen button which looks like an to the hand when the character attacks with a thrown weapon.

Change Character Click on the previ- upturned page corner to see the character screen. When you choose this option, you will be asked if you want to have healers cure the party.

If you choose Yes, characters with cure spells 1 automatically cast them on wounded characters, and 2 rememorize those spells, and any others chosen, while the party is resting.

Unless you choose new spells, characters will rememorize the same group as before. The amount of time the party rests is based on the highest number and level of spells being memorized or prayed for. Characters who have a blank food bar cannot regain spells until they eat. Memorize Spells Game Options Select this option to choose or examine the set of spells the mage learns when resting. The Spells Available menu will appear when you choose this option.

To choose new spells, click on the level number button ; the number of unmemorized spells and a list of available spells will appear.

Click on spells to memorize. The numbers to the right of the spell names are the number of each type of spell the character will have after resting. If you want to reselect spells, select the Clear button to blank spell choices. Click on a level number button to choose spells of another level. Select the Exit button when finished. Select this option to display a menu with options for saving the current game or loading a previously saved one. Preferences Select this option to control game functions such as sounds and display.

Pray for Spells Select this option to choose or examine the set of spells the cleric or high-level paladin learns when resting. To choose new spells click on the level number button ; the number of unmemorized spells and a list of available spells will appear.

Bar Graphs Click this to change between displaying hit points as a bar graph or numeric value. Load Game Displays a list of six individually named saved game slots. Click on a slot to retrieve the named saved game. Save Game Displays a list of individually named saved game slots. Click on a slot, name the saved game, and press Enter to save the game to disk.

Saving regularly is a good idea. Exit Exit the camp menu and resume play. Mouse Click this to turn the mouse interface on and off. This may not be available on all systems. Scribe Scrolls Select this option to transfer spells from a scroll to a spell book. A list of spells on scrolls appears, if any are available. Where dwarves Halflings are a diminutive people are taciturn and hard working, the famous for their congeniality and love of gnomes are more carefree and lively. Their facial features are round Dwarves are by nature non-magical, and Never turn your back on a gnome and broad and they typically have curly have innate resistances to spells as well because they are enthusiastic practical hair.

Halflings are very short, a little as many poisons. Class is the character's occupation. The basic choices of class are : cleric, fighter, Elves are slimmer and somewhat short- ranger, mage, paladin, thief or multi- er than the average human and are easi- class.

Some races are allowed to have ly distinguished by their fine features more than one class simultaneously; and pointed ears. They often live more these are called multi-class characters. Elves do not like the Thirteenth level is the maximum level confines of civilization.

They delight in for all classes in this game. To outsiders, elves often appear to be haughty and cold, although they Ability scores define the character's physical and mental prowess, and they are : strength, intelligence, wisdom, are known to be fiercely loyal to friends. They are sturdy, industrious, and generally quiet and peaceful. While not as long-lived are well liked by nearly all other races.

Gnomes especially like the haiflings, whom they feel are kindred spirits. For the most part, half- Humans are the most adaptable and, Elves of all classes are taught archery elves can travel and mingle in both hence, most prevalent race. Typically they Dwarves are a short, heavily built demi- short swords. Elves are highly resistant human race.

They stand between 4 and to any type of sleep or charm spell. Human societies They inherit an innate resistance to are more diversified than any of the other races, and also more aggressive and materialistic. Dwarves live from to years. They are famous for their skill known for tremendous courage and tenacity that borders on the fanatic.

Gnomes typically live to be 23 24 Classes Each class has its own unique strengths, and each offers valuable talents and skills to a party. Fighter-types fighters, rangers, and paladins are needed to battle past the creatures that stand in the way of victory and glory.

Thieves are very handy when the party runs across traps and locked doors. Mages offer powerful spells, and clerics can both fight opponents and heal wounded party members. Each class has one or more prime requisites, or ability scores that are important to the class. A character with prime requisite scores of 16 or greater advances somewhat faster in levels.

Clerics are warrior priests, men and women who carry their faith in their weapon-arms as well as their hearts. Cleric training includes the use of divine magic and a limited selection of weapons.

They can use any type of armor, but their selection of arms is limited to blunt, impact-type weapons such as maces and flails. Clerical magic differs from mage spells in that clerical magic is of divine origin. Clerics do not carry tomes of spells and rituals. They receive power directly from the gods and cast spells through their holy symbols. While mages study and pour over their spells to imprint the rituals in their minds, clerics enter a meditative trance where they are receptive to the divine magic.

Clerics also have powers against undead monsters such as skeletons. The ability to turn undead is listed on the cleric's list of 1st-level 25 spells and is used like a spell.

However, because it is an ability it does not go away when used. As clerics advance in levels they gain more spells and greater power against undead. Clerics with wisdom of 13 or higher gain extra spells See the "Cleric Wisdom Spell Bonus" table on page Fighter training includes use and maintenance of all manner of weapons and armor. Fighters can use any type of armor or weapon without restriction.

Whether for glory or profit, fighters can be found in the thickest parts of battles, where only skill and bravery triumph. Fighters cannot cast any type of magical spells ; they rely on their strong swordarm. They can use any type of magical weapon or armor. They can also use magical items such as rings and gauntlets.

Fighters gain speed as well as skill when they go up in levels. High level fighters including paladins and rangers , are able to attack more often with melee weapons such as swords than other types of characters. Mages tend to be poor fighters, preferring to rely on their intellect and magical abilities.

While warriors and clerics may charge to the fore of a battle, mages tend to hang back and pummel foes with mystic attacks. Mages cannot wear any type of armor because armor is restrictive and it interferes with spellcasting. Also, because of their lack of martial inclination, mages are severely limited in the weapons they can use. Mages become very powerful as they increase in level. Lawfulness and good deeds are their meat and drink, and they lead lives of such chaste piety that even clerics stand respectful.

Paladins will not join a party that includes evil characters. Like other high level fighters, paladins are able to attack more often with melee weapons, such as swords, than other types of characters. In addition to skill in all types of arms and armor, paladins have several divine magical abilities. Paladins have extra resistance to magical attacks and poison, and they are immune to all disease. Paladins can heal once per day with their lay on hands ability two hit points per level of advancement.

The lay on hands ability is similar to the cure light wounds clerical spell. Paladins are L always surrounded by an aura of protection.

Because of this aura, all evil attackers suffer a penalty to their attacks. At 3rd level, paladins can turn undead as a cleric two levels below their own. At 9th level, paladins gain the ability to cast certain cleric spells, although they can never use cleric scrolls.

Paladins pray for their spells and cast them exactly as clerics. They are taught to live as much by their wits and skills as by their swords and bows. Like fighters, rangers can use any type of weapon or armor, although heavy armor interferes with their special abilities.

When wearing studded leather or lighter armor, rangers can fight with weapons in both hands without any penalties. Like other high level fighter-types, rangers are able to attack more often with melee weapons, such as swords, than other types of characters. Some are malcontents, who prey on the unsuspecting. Others are basically good, but are a little wanting in strength of character.

Adventurers long ago learned that a skilled thief in the party increases overall party survival-especially when dealing with trapped locks. As thieves gain levels they become more proficient at picking locks, and avoiding any attached traps. Because they need to move freely and quietly, thieves' abilities are restricted when they wear anything except leathertype armor.

Thieves have a greater choice of weapons than clerics or mages. The possibilities encompass a range of views from believing strongly in society and altruism Lawful Good to completely selfish and without any regard for others Chaotic Evil.

Alignment is presented in two parts : the character's world view and personal ethics. Ability Scores The base for each ability score is a number between 3 and Racial modifiers are automatically factored into the base number by the computer when any value is shown. The maximum value for scores is 19, unless modified by magical means. Fighters' strength may have a percentile value added to indicate exceptional ability.

Higher values always offer greater advantages. Strength measures physical power, muscle, and stamina. Fighter-type characters fighters, rangers, and paladins can have exceptional strengths greater than Exceptional strength is indicated by a percent value 01, 02, High strength allows characters to fight better. With hand weapons such as swords or maces they hit more often and receive damage bonuses. Halflings, even halfling-fighters, cannot have exceptional strengths.

Dexterity measures agility, hand-eye coordination, and reflex speed. Characters with high dexterities have 27 bonuses to armor class, which indicates how difficult they are to hit.

Good dexterity also gives bonuses when using missile weapons such as bows or slings. Dexterity of 16 or higher counters some of the minuses fighters suffer when using weapons in both hands. Constitution measures fitness, health, and physical toughness. High constitution increases the number of hit points a character receives. Hit points measure how difficult a character is to incapacitate or kill. Intelligence measures memory, reasoning, and learning ability.

Intelligence is the prime requisite for mages ; their skill and very survival hinges on learning and using their knowledge of magic. Wisdom measures a composite of judgment, enlightenment, will power, and intuition. Characters with wisdom of 7 or less are more susceptible to magical spells, while those with wisdom of 15 or greater have some resistance. Clerics with wisdom of 13 or greater receive extra spells see the Cleric Wisdom Spell Bonus table on page Charisma measures personal magnetism, persuasiveness, and ability to assume command.

Other Characteristics In addition to race, class, and ability scores, characters have several other characteristics that may change during the game : armor class, hit points, experience points, level, and alignment. Low armor class values can indicate different things. A character might be difficult to hit because he is outfitted with magical armor, while a monster might have the same armor class because it is small and fast.

Armor class changes only when characters find and use new armor or shields. High dexterity improves a character's armor class. Hit points HP measure how difficult a character or opponent is to incapacitate or kill ; higher values are better. Every time an attack gets past armor and defenses, it does damage that is subtracted from the target's hit points.

If hit points reach zero, the character is unconscious. If hit points reach or less, the character is dead. Experience Points EXP measure how much a character has accomplished. You earn experience points for killing monsters, finding treasure, and completing parts of the adventure. Characters increase in level when they earn enough experience points. All characters start with some experience points.

If a character is multi-class, these initial points are distributed evenly throughout all of his or her classes. Level measures how much a character has advanced in his or her class.

Whenever a character has earned enough experience points to advance in level, he gains hit points, combat ability, and resistance to the effects of poisons Armor Class AC measures how difficult someone is to hit and damage ; the lower the armor class value, the harder 28 and magical attacks. Mages, clerics, and high-level paladins gain the ability to memorize a greater number of spells and cast new spell levels.

Level advancement happens automatically whenever a character has enough experience points. Level advancement tables for all of the classes begin on page Creating Strong Characters There are many strategies for putting together an effective party of characters.

Certain combinations of character classes and race are more effective than others. Single-Class vs. Multi-Class Non-human characters have the ability to be multi-classed characters, but that does not mean they must be multi-class characters. Single-class characters have a number of advantages over multiclassed characters with the same amount of experience points. Also, the real time nature of the game 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. Multiclassed characters are often useful to add an additional capability to a party, such as thieving skills or additional clerical healing spells. Remember, multiclass characters go up levels extremely slowly because their experience points are distributed evenly between their classes. Single-class fighters have several advantages.

With the same amount of experience points, they will average many more hit points and have a better chance to hit than multi-class fighter combinations. Racial Advantages Single-class clerics and mages will gain higher level spells much sooner than multi-class cleric or mage combinations.

With the same total amount of experience points, they will have more spells than multi-class spell casters. Dwarven Fighter: With careful play, rear rank characters will seldom get into melee combat. The following are some specific types of characters and their advantages. 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 have a Constitution of 19, which can further increase hit points. A dwarf also allows the party to read dwarven writing. 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. They also gain the ability to cast some low level clerical healing spells when they reach ninth level. A single-class mage gains levels swiftly.

An elven mage with a high dexterity has a high armor class, which makes it easier to survive stray thrown weapons. As a mage, an elf's maximum constitution of 17 does not limit hit points and a maximum dexterity of 19 can improve armor class. Because mages cannot wear armor to improve their armor class, high dexterity is essential.

An elf also allows the party to read elven writing. Elven Mage: A singleclass cleric swiftly gains levels. Humans and Half Elves can have a maximum wisdom of 18 thus gaining the maximum bonus spells and they can attain the maximum level allowed in this game.

This character can use almost every item excluding lock picks , has a limited ability to fight, can cast offensive spells, and can heal. This character can use literally every item in the game and can pick locks as well.

Creating a Strong Party A party should include a good mix of classes and races to handle all of the challenges they encounter. You will need to decide upon your overall party strategy before making characters.

In general, a party should have at least two characters who can fight well, 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, fighter, paladin, and ranger class characters fight better than other classes. Also, some of the NPCs that you meet in the game can fight well and may be useful in the front rank.

Spellcasters The choice of the various spellcasters is also important to the strategy of the party. One character who can cast mage spells is normally sufficient for most parties. Mages must find their higher level spells on scrolls; the supply of scrolls is limited, so it is not efficient to divide those spells among several mages in a party. It is often useful to have two characters who can cast clerical healing spells.

It is important not to get caught after a battle without a conscious cleric. A conscious cleric with a few cure light wounds 30 spells can heal as many hit points in hours, as a party without a conscious cleric could heal in many days of rest. But, such a diverse party needs a much larger number of experience points to get to higher levels.

This party works so long as the warriors in the front rank never let the spellcasters in the rear rank get into melee. This party should always have some character with the appropriate skill for a A further strategy is to have a mixed party with specialist warriors in the front rank and generalist spellcasters in the rear rank.

This strategy makes sure that the fighters gain levels and hit points as quickly as possible, but that the spellcasters will have a wide variety of spells available. The spell has no effect on characters who already have AC 6 or better and it does not have a cumulative effect with the shield spell. The damage inflicted by the flame increases as the mage increases in level and gains power.

The spell does one to three points of damage plus two points per level of the caster. For example, a 10th level mage would do points of damage.

All magic items in the party glow for a short period of time. Spells continue. If there are two monsters, the missile automatically hits the one on the same side as the caster.

Magic missile spells do greater damage as a mage increases in level. Initially, magic missiles do two to five points of damage, and for every two extra levels the spell does two to five more points.

So, a first or second-level mage does two to five points of damage, but a third or fourth-level mage does four to ten, and so on. It also offers AC 2 against hurled weapons darts, spears and AC 3 against propelled missiles arrows, sling-stones. The spell does not have a cumulative effect with the armor spell. The spell duration increases with the level of the caster. The field, remains in place until the spell dissipates naturally or the character touches an adjacent monster.

When the spell is cast an electrified hand is displayed. A mage in the front rank may attack with this hand like any other melee weapon. The game ask for a password to take stairs at a certain point Jettar 1 point DOS version. Right click the weapon in their hand. First time I played this game back in something I kept throwing the contents of my backpack at the kobolds to survive.

Share your gamer memories, give useful links or comment anything you'd like. This game is no longer abandonware, we won't put it back online. Eye of the Beholder is available a small price on the following websites, and is no longer abandonware. You can read our online store guide. Some of these file may not be included in the game stores. For Eye of the Beholder, we have the following files:. The personnel at the MASH unit deal with the horrors of the Korean War and the stresses faced in surgery by whatever means.

The tone at the MASH is established by recent arrivals, surgeons Captains 'Hawkeye' Pierce, 'Duke' Forrest, and 'Trapper' John McIntyre - the latter who Hawkeye knows he's met somewhere, but Trapper who won't divulge where - whose antics can be best described as non-regulation, and in the negative words of one of their fellow MASH-ers: unmilitary.

The unit's commanding officer, Colonel Henry Blake, doesn't care about this behavior as long as it doesn't affect him, and as long as they do their job and do it well, which they do.



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