User manual GAMES PC EYE OF THE BEHOLDER II-THE LEGEND OF DARKMOON

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Manual abstract: user guide GAMES PC EYE OF THE BEHOLDER II-THE LEGEND OF DARKMOON

Detailed instructions for use are in the User's Guide.

[. . . ] . but make sure you've got an EYE OF THE BEHOLDER 11 CLUE BOOK before you start your assault on Temple Darkmoonl This valuable player's guide provides everything you need to complete your A strategy section with hints on fighting monsters, befriending iiPCs and solving insidious puzzles . + Detailed maps of all levels with specific clues for all events, character interactions and puzzles that stand between you and the completion of your quest . A complete treasure guide listing the special items in the game -you won't miss a thing! EYE OF THE BEHOLDER II CLUE BOOK - your ticket Acivai~ced '05 c To ORDER: VISA/MC -call 1-800-245-4525 (in USA & Canada) . By mail - send check or money order for $14 . 95 plus $3 . 50 shipping & handling to : Electronic Arts, P0 . [. . . ] Paladins are ® Prime Requisites: Strength, Charisma ® Races Allowed : Only Human ® eapons Allowed : All Rangers are trained hunters, trackers, and woodsmen . 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 . hen 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 . ® Prime Requisite : Strength ® Races Allowed : All ® eapons Allowed : All ® Prime Requisites : Strength, Dexterity, isdom ® Races Allowed : Human, Elf, Half-Elf ® eapons Allowed : All 25 L 2 Thieves are hard to classify as a group . 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 . 4- Chaotic indicates that the character values the individual above society and others . Ethics d® Good indicates the character tries to act in a moral and upstanding manner. :® Neutral indicates the character leans towards "situational ethics, " evaluating each set of circumstances . :® Evil indicates the character acts either with no regard for others, or in an overtly malignant manner. Ability Scores 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 1 or higher counters some of the minuses fighters suffer when using weapons in both hands . High constitution increases the number of hit points a character receives . Hit points measure how difficult a character is to incapacitate or kill . Intelligence is the prime requisite for mages their skill and very survival hinges on learning and using their knowledge of magic . isdom measures a composite of udgment, 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 isdom Spell Bonus table on page 52 . ) Charisma measures personal magnetism, persuasiveness, and ability to assume command . Other Characteristics they are to hit . 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 . [. . . ] The damage done by a melee weapon is ad usted by the attacking character's strength and any magical bonus the weapon may have . SMALL & MEDIUM LARC, E Armor Armor provides a character a base armor class . The lower the character's armor class, the harder it is for an attack to hit . Armor class is based on the character's armor and his dexterity bonus . [. . . ]

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