Pool of Radiance - Help
Pool of Radiance Data Card
----------------------------------------------------
System requirements:
-------------------
This game will run on any Amiga computer with a minimum of 1 meg of RAM, a
single floppy drive, anda monitor. The game is compatible with Kickstart
1.2 or higher. You can use either the keyboard or the mouse.
The game requires approximately 2 megabytes on a hard disk. Because the
game can use up to 800K of RAM at any time we do not recommend playing off
the hard drive unless you have more than 1 megabyte of RAM. Because the
game is 100% memory resident after loading there is little difference
between playingoff the disks and playing off the hard drive.
Before you begin, make backup copies of your disks following the
instructions that came with your system and put the originals away for
safekeeping. Be sure the identifier for Disk 1 is "Poolgame" and Disk 2 is
"Pooldata". Write protect the copies before you play. You will need to make
a save disk as detailed later.
Hard Drive Installation:
-----------------------
The game requires 2 megabytes of memory on the hard drive. Boot your
system to the workbench. Insert Disk 1 of Pool of Radiance and double click
on the disk icon. Double click on the icon labelled "Pool-to-HD". A screen
will come up that allows you to modify the identifier for the hard drive.
The default is DH0:. If you wish to change the identifier click on the box
and enter the new identifier. When you are ready to install, click on the
"GO" selector. The game will be installed on the hard drive in a directory
called Pool_of_Radiance. When you have completed the installation, close
the installation window, remove the disk(s) from the disk drive(s) and
reboot your system. The game will be ready to play.
To Start the Game:
-----------------
Turn on your monitor and follow the instructions appropriate to your
system.
-Floppy Disk:
Insert Disk One into the internal drive and then turn on the computer.
(A1000 users, remember to boot using your Kickstart disk first, then insert
Disk One when prompted for the Workbench disk). The game will begin
automatically.
-Hard Drive:
Boot the game to Workbench and open a CLI/Shell window. Change the
directory to the game directory by typing CD Pool_of_Radiance. From there,
type Execute Program to begin the game. Assoon as you have completed the
copy protection question (CRACKED BY SKIDROW!) and the first menu comes you
must set the Save path. To do this choose the Load Save Game option from
the menu. Enter "SAVE/" when the requester appears and press <return>.
-Workbench/CLI:
The game is not designed to run from the Workbench or from the CLI.
Note: The game will run from the CLI if it has been installed on the
Hard Drive as noted above.
Copy Protection:
---------------
CRACKED BY SKIDROW!!!!
Getting Started Quickly:
-----------------------
Use the pregenerated part of characters saved as saved game A on Disk
One. These characters start at the very beginning of the game, but they
have been equipped and the spellcasters have memorized their spells.
Loading the Pregenerated Party:
------------------------------
At the first game screen after the copy protection screen (CRACKED BY
SKIDROW!), choose the Load Saved Game option. A requester will appear
asking for the path to the save disk (in order to load the pregenerated
party you must tell the game where the party is located). The default save
path is to the POOLSAVE disk. After the save path requester appears, insert
Disk One into DF0: and type in the path "DF0:SAVE/". Save game "A" will
appear. Load the saved game by typing "A" or clicking on the "A". The game
will automatically load and place you at the entrance to the Slums in the
city of Phlan.
Because the pregenerated party comes with spells and equipment, you may
enter the Slums immediately.
Saving Games to Floppy Disk:
---------------------------
Initialize a disk and name it "POOLSAVE" using the "Rename" command on
the Workbench screen.
When you choose the Save Game option in the game a requester will appear
asking for the path to save the games, the default is "POOLSAVE:" so just
place the "POOLSAVE" disk in DF0: and press <return>. If there is an error
on saving, enter the save path as "POOLSAVE:"
You may have up to ten saves on a single disk. You also may save over
previously saved games which you do not want to keep. If you run out of
saves, you may begin using another blank, formatted "POOLSAVE" disk.
However, you may onlt use one save game disk for each time you boot the
system. If you use two or more "POOLSAVE" disks during a single game play,
you risk possible system crashes.
Saving Games to Hard Drive:
--------------------------
If you are playing off of a hard drive, and with to save games on the
hard disk you must make a save directory in the Pool_of_Radiance directory.
To do this, open a SHELL/CLI window and change directories to the
Pool_of_Radiance directory. Type Makedir Save.
When you shoose the Save Game option in the game a requester will appear
asking for the path to save games. If you set the save path as noted in 'To
Start the Game - Hard Drive' just press <return>. The games will be saved
in the directory called SAVE inside the game directory, so keep in mind
that you are limited to just ten saves.
Mouse:
-----
You may use the mouse at any time except when prompted to answer a
question which requires keyboard input. To give commands with the mouse,
move the pointer over the option you wish to choose and click the Left
Mouse Button. In some menus, you may have to click once on the item to
highlight it and then click on the SELECT command at the bottom of the
screen.
Keyboard:
--------
To select a command using the keyboard, press the highlighted letter of
the desired command.
Using Menus:
-----------
Most options in the game are selected using horizontal or vertical menus.
Horizontal menus generally select actions such as casting spells and
readying items. Vertical menus generally select the item to be acted upon,
such as the spell to be cast or item to be readied.
To access menus with the keyboard, use the up and down cursor controls
for vertical menus and the "Hot Key" letters for horizontal menus. Press
<return> to make selections.
Moving:
------
The part will move in three modes: 3D/area, Overland, and Combat.
Targeting spells and ranged weapons during combat is similar to moving
characters. to move, select the Move option from the bottom of the screen
and then give the directional commands using the numeric keypad as follows:
-Keyboard Movement:
^ ^ ^
\ | /
7 8 9
<--4 5 6-->
1 2 3
/ | \
v v v
-Mouse Movement:
To move in the 3D/area mode with a mouse, click the mouse at the edges
of the display window in the direction you want to face. Clock when the
mouse is a forward arrow to move forward.
To use the mouse in Overland movement, simply click when the mouse
pointer indicates the direction you wish to move.
To use the mouse in Combat, follow the instructions for the Overland
movement.
Rules Errata:
------------
Charmed monsters will not join your party but they will fight on your
side for one batle. Evil clerics turn undead, they do not charm them to
join your party. If you find "The Manual of Bodily Health" you can use it
to raise your constitution. To use this go to an Inn. READY and USE the
Manual. Immediately rest for 31 UNINTERRUPTED days. Your CON will increase
by 1.
Amiga Specific:
--------------
The following items are Amiga only and are not in the Rule Book or
Adventurer's Journal.
Right Mouse Button:
Acts the same as the EXIT command from the menus.
In combat, pressing this key will take back a move, but will not erase
any damage taken during the move.
ESC:
Performs the same function as the right mouse button.
F6:
Will set the entire party to AUTO, or computer control for combat.
F8:
Toggles magic on/off for characters under the AUTO control.
Space:
Will return the party to your control from AUTO.
Preparing Characters For Transfer to Hillsfar:
---------------------------------------------
Your Pool characters can be used in Hillsfar-Amiga but they must be
prepared using the "PtoH" transfer utility on the POOLGAME disk.
First you should initialize a disk and rename it "Hillsave". Next you
must remove the character(s) you wish to transfer from the party. The
removed characters must be on the "Poolsave" disk (Hard drive users must
copy their Pool_of_radiance/SAVE directory to the Poolsave disk). Once you
have the disks ready, boot your system and open a CLI/SHELL window. Insert
the POOLGAME disk in DF0: and change directories to DF0: by typing CD DF0:.
Prepare the character by typing: "PtoH Poolsave: Hillsave:"
The utility will ask for the Poolsave disk and will scan for characters
(note that it will display all characters, even those in the party, so make
a note of the one's you wish to transfer before starting the utility). The
utility will list all characters and ask you to enter a character for
transfer. Type in the name of the character (extender not required) and
press <return>. The game will prepare the character and save it out to the
Hillsave disk. This can be repeated for as many characters as you wish to
transfer. When completed, the characters on the Hillsave disk can be
transferred into the Hillsfar-Amiga game using the Transfer Character
option from the Hillsfar Camp Menu.
---
Typed by Master Blaster
------------------------------------------------------------------------------
-=- Pool Of Radiance -=-
-=- Weapon List -=-
------------------------------------------------------------------------------
ARMOUR AND WEAPONS PERMITED BY CHARACTER CLASS
------------------------------------------------------------------------------
Class | Armour | Shield | Weapons
-----------+---------+--------+-----------------------------------------------
Cleric | Any | Any | Club,Flail,Hammer,Mace,Staff
Fighter | Any | Any | Any
Magic-User | None | None | Dagger,Dart,Staff
Thief | Leather | None | Club,Dagger,Dart,Sling,One Handed Swords
------------------------------------------------------------------------------
WEAPON LIST
------------------------------------------------------------------------------
| Damage Vs | Damage Vs | Number |
NAME | Man Size | Larger Size | Of Hands | Class
----------------------+-----------+-------------+----------+------------------
Axe, Hand | 1-6 | 1-4 | 1 | f
Bardiche + | 2-8 | 3-12 | 2 | f
Bastard Sword | 2-8 | 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, Millitary | 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
Spetum + | 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
* = Must have ready arrows to fire
# = Must have ready quarrels to fire
f = Fighter
cl = Cleric
th = Thief
mu = Magic User
------------------------------------------------------------------------------
Typed by The Skeleton
Pool of Radiance
Spell Parameters Chart
The following list collates all of the basic parameters of the spells
availible in Pool of Radiance...
Spell Name Range Duration Where
------------------------------------------------------------
First level
Clerical Spells
------------------------------------------------------------
Bless 6 6 rounds E,C
Curse 6 6 rounds C
Cure Light Wounds Touch - E,C
Cause Light Wounds Touch - C
Detect Magic 3 1 Turn E,C,T
Protection/Evil Touch 3 rnd/lvl E,C
Protection/Good Touch 3 rnd/lvl E,C
------------------------------------------------------------
Second Level
Clerical Spells
------------------------------------------------------------
Find Traps 3 3 Turns E
Hold Person 6 4+1 rnd/lvl C
Resist Fire Touch 1 Turn/lvl E,C
Silence 15' Rad. 12 2 rnd/lvl C
Slow Poison Touch 1 hr/lvl E,C
Snake Charm 3 5-8 rnds C
Spiritual Hammer 3" 1 rnd/lvl C
------------------------------------------------------------
Third Level
Clerical Spells
------------------------------------------------------------
Animate Dead 1 Permanent E,C
Cure Blindness Touch Permanent E,C
Cause Blindness Touch Until Cured C
Cure Disease Touch Permanent E
Cause Disease Touch Until Cured C
Dispel Magic 6 Permanent E,C
Prayer 6 radius 1 rnd/lvl C
Remove Curse Touch Permanent E,C
Bestow Curse Touch Until Removed C
------------------------------------------------------------
First Level
Magic User Spells
------------------------------------------------------------
Burning Hands 0 - C
Charm Person 12 Combat C
Detect Magic 0 2 rnds/lvl E,C,T
Enlarge .5/lvl 1 turn/lvl E,C
Reduce .5/lvl - E,C
Friends 1+1/lvl rad 1 rnd/lvl C
Magic Missile 6+1/lvl - C
Protection/Evil Touch 2rnds/lvl E,C
Protection/Good Touch 2 rnds/lvl E,C
Read Magic 0 2 rdns/lvl E
Shield 0 5 rnds/lvl C
Shocking Grasp Touch - C
Sleep 3+1/lvl 5 rnds/lvl C
------------------------------------------------------------
Second Level
Magic User Spells
------------------------------------------------------------
Detect Invisibility 1/lvl 5 rnds/lvl E,C
Invisibility Touch Until Attack E,C
Knock 6 - E,D
Mirror Image 0 2 rnds/lvl C
Ray of Enfeeblement 1+.25/lvl 1 rnd/lvl C
Stinking Cloud 3 1 rnd/lvl C
Strength Touch 6 turns/lvl E
------------------------------------------------------------
Third Level
Magic User Spells
------------------------------------------------------------
Blink 0 1 rnd/lvl C
Dispel Magic 12 Permanent E,C
Fireball 10+1/lvl - C
Haste 6 3+1 rnd/lvl C
Hold Person 12 2 rnds/lvl C
Invisibility 10' Rad Touch Until Attack E,C
Lightning Bolt 4+1/lvl - C
Protection from Evil,
10' Radius Touch 2 rnds/lvl E,C
Protection from Good,
10' Radius Touch 2 rnds/lvl E,C
Protection from
Normal Missiles Touch 1 turn/lvl E,C
Slow 9+1/lvl 3+1 rnd/lvl C
------------------------------------------------------------
Abbreviations: 10 rounds = 1 Turn; 6 Turns = 1 Hour;
rnd = round; lvl = level; rad = radius
Where a spell can be thrown: E = Encamp Menu or Cast
option from Adventure Menu, C = Combat Menu, T = Treasure
Menu, D = Door Opening Menu...
------------------------------------------------------------
Typed by ???. Fixed by PARASITE.
Distar's Swap Shop
Pool of Radiance - Monster List
The Phlan Area Bestiary
This is a list of some of the monsters found in and around Phlan and
the north shore of the Moonsea. Most monsters can strike fear into the
hearts of men, but some are more powerful than others. The monster's
reputation is reflected in its monster level, listed as a Roman
numeral after its name. Level I monsters are less powerful than a
well-equipped beginning fighter. A Level VIII monster may be
more powerful than several heroes.
Anhkeheg (VI): Large burrowing insects with great mandibles. These
creatures have been known to spit a powerful acid.
Basilisk (VII): A giant eight-legged lizard. One of the most dangerous
creatures in the realms because their gaze can turn creatures to
stone!
Bugbear (IV): Hideous giant sized goblins who stand over seven feet in
height. Bugbears look clumsy but are strong, quick fighters with great
stealth.
Centaur (IV): These good creatures are half men and half horse. They
are capable fighters and can be valuable allies.
Displacer Beast (VI): These creatures are large, black puma-like
creatures with two tentacles sprouting from their backs. These
creatures can appear several feet from their actual location.
Drider (VI): These creatures resemble a cross between a drow elf and a
giant spider. They are powerful spell casters.
Efretti (VII): These large powerful Jinn are from the elemental plane
of fire. They are very arrogant and will only serve a powerful master.
Ettin (VII): These creatures look like giant two-headed orcs. They
have great strength and usually wield two spiked clubs that inflict
terrible damage in combat.
Fire Giant (VIII): These evil giants have flaming red hair and are
immune to all fire. They usually attack with giant two-handed swords.
Giant Frog (III): These are giant carnivorous frogs. They are fast,
dangerous predators who may be poisonous.
Giant Lizard (IV): These are the giant cousins to the common lizard.
Giant Mantis (VII): These are the giant version of the common mantis.
These creatures are fast, strong, and have good armor.
Giant Scorpion (VI): These are giant version of the common scorpion.
Its poisonous tail can kill a man.
Giant Snake (V): These are giant poisonous snakes.
Ghoul (III): These are evil undead whose touch may paralyze a man in
combat. They feed on corpses and attack all living creatures on sight.
Gnoll (II): These creatures are hyenaheaded humanoids who stand over
seven feet tall.
Goblin (I): These are small humanoids common in the Realms.
Hill Giant (VII): These are one of the smaller, more stupid giants,
but they are still tough opponents. They usually carry large clubs.
Hippogriff (III): These magnificent creatures have the forelimbs and
head of an eagle and the body and hind legs of a horse.
Hobgoblin (II): These are human-sized, intelligent relatives of the
goblin.
Kobold (I): These are small, cowardly humanoids who delight in killing
and torture.
Lizardman (III): These are lizard-like humanoids. They are omnivorous
but they have a particular fancy for human flesh.
Medusa (VI): These are hideous women with snakes for hair. They can
turn a man to stone with their gaze.
Minotaur (VI): These are strong bull-headed humanoids. They are cruel
man eaters, commonly found in mazes.
Mummy (VII): These are powerful undead with great strength. The mere
sight of one has been known to paralyze a man in combat. The touch of
a mommy causes a strange rotting disease.
Nymph (V): These are extremely beautiful creatures that appear as
ever-young females. They usually inhabit wild lakes and streams.,
Ogre (IV): These are large, foul-tempered, ugly humanoids. They are
strong fighters.
Orc (I): These are evil, pig-faced humanoids.
Phase Spider (VI): These are giant poisonous spiders with the ability
to phase in and out of this dimension. Usually they only 'phase in' to
attack, the 'phase out' again.
Quickling (IV): These are small, fast-moving creatures. Because of
their great speed they are invisible when they move.
Skeleton (I): These are the least of the undead. These animated
skeletons are usually controlled by some evil force.
Spectre (VII): These are one of the most powerful of the undead. Their
touch can drain the life out of men.
Stirge (II): These are small blood-sucking birds.
Thri-kreen (VI): These are intelligent, carnivorous insect-men who
live in burrows. They have four arms and a poisonous bite that
paralyzes their foes.
Tiger (V): These are noble beasts who are both strong and silent.
Though their normal prey are animals, they have been known to become
'man-eaters'.
Troll (VI): These are large, strong, ugly humanoids. They know no fear
and can regenerate wounds.
Vampire (VIII): These are one of the most dreaded undead in the
Realms. They can drain life levels, are strong fighters, and are
sometimes powerful magic users.
Wardog (III): These are large, strong dogs, trained to kill. Orcs,
goblins, and other evil humanoids are known to use them.
Wight (VI): Evil, undead humans whose touch can drain the life out of
a man.
Wild Boar (IV): These creatures are the wild relatives of the pig.
Wraight (VI): These creatures are non-corporeal undead. Their touch
can drain the life out of a man.
Wyvern (VII): These creatures are distant relatives of dragons. They
attack by biting and using the poisonous sting in their tail.
Zombie (IV): Magically animated corpses controlled by an evil force.
Zombies always fight back until destroyed or turned.
---
Typed by ???. Fixed by PARASITE. |