Indie Retro News: RPG
A woman in a blue gown adorned with silver stars stood at one end of the town square . You may also transfer your Eye of the Beholder I party to this game. .. are distant kin of the dwarves, although the latter are loathed to admit the relation. Eye of the Beholder (v [Unofficial version adds paths to unfinished areas, includes a stone gem for EOB1 (Amiga Version), re-written to support AGA ( colors!) He spun around a couple of times and ended up facing the wrong direction. .. I am exploring the relationship between these levers and the sliding wall. Years later, I'm still mad at them about the endings to BattleTech: The And of course, being a later game, Eye of the Beholder has better graphics, sound, .. The DOS version's solidly better than the Amiga port, which has a lower The only trick DM uses in relation to the perspective Nest mentions, is to.
Races Dwarves are a short, heavily built demihuman race. Dwarves live from to years. They are famous for their skill in all manner of crafts, from metalworking to stone masonry. Dwarven weapons command high prices in markets around the world, and pieces of theif fine jewelry are literally part of every king's ransom. In addtion to intricate workmanship, dwarves are known for tremendous courage and tenacity that borders on the fanatic. Dwarves are by nature non-magical, and have innate resistances to spells as well as many poisons.
Cleric 10th level Elves are slimmer and somewhat shorter than the average human and are easily distinguished by theif fine features and pointed ears. The ofter live more that 1, years. Elves do not like the confines of civilization. They delight in natural beauty, singing, and carefree playing.
To outsiders, elves often appear to be haughty and cold, although they are known to be fiercely loyal to friends. Elves are highly resistant to any type of Sleep or Charm spell. None Gnomes are distant kin of the dwarves, although the latter are loathe to admit the relation. Gnomes typically live to be around years old. Where dwarves are taciturn and hard working, the gnomes are more carefree and lively. Never turn your back on a gnome however - they are diabolical and enthusiastic practical jokers.
Cleric 9th level Half-elves inherit seceral advantages from their mixed parentage. THey resemble their elvish parents in facial appearance, but half-elves are taller and heavier than most elves, approaching human norms. While not as long-lived as true elces, they live, on average, about years. For the most part, half-elves can travel and mingle in both elvish and human company, although rarely are they truly accepted in either. Half-elves have the greatest selection of class combinations of any of the races.
They inferit an innate resisteance to Sleep and Charm spells, but to a lesser extent than full-blooded elves. None Halflings are a diminutive people famous for theif congeniality and love of comfort. Their facial features are round and broad and they typically have curly hair. Halflings are fairly short, a little shorter than dwarves, and quite plump. They are sturdy, industrious, and generally quiet and peaceful.
Their burrow homes are well furnished, and their larders are always well stocked. Halflings are well liked by nearly all other races. Gnomes especially like the halflings, whom they feel are kindred spirits. Cleric 8th level, Fighter 9th level Humans are the most adaptable and, hence, most prevalent race.
Humans vary more than any other race in size, skin color, and hair color. Typically they live around 70 years. Human societies are more diverisfied than any of the other races, and also more aggresive and acquisitive. Where the longer-lived races wait patiently and take a long-range view of the world, humans tend to muster theif efforts for immediate gain. None 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 acrooss traps. Mages offer powerful spells, and clerics can both fight and heal the wounded.
Each class has one or more prime requisites, or ability scores that are important to the class. A character with prime requisite score s or 16 or greater advances somewhat faster in levels.
Eye of the Beholder II: The Legend of Darkmoon - Manual
Clerics are warrior priest, men and women who carry their faith in their weapon-arms as well as theif 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. Cleric magic differs from mage spells in that cleric 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 again undead monsters such as skeletons and zombies. Clerics automatically attempt to turn undead, driving them away, or possibly even destroying them.
As clerics advance in level then gain more spells and greater power against undead. Mace, Flail, Staff, Sling Fighters are warriors, experts in weaponskills and battle tactics. 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 spell, nor would they as a rule want to, preferring to rely on a strong sword-arm. They can use any type of magical weapon or armor and magic items such as rings and gauntlets.
Fighters gain speed as well as skill when they go up in levels. High level fighter-types including fighters, paladins, and rangers, are able to attack more often with melee weapons such as swords than other types of characters. All Mages are individuals trained in the arcane and mysterious secrets of magic and spellcasting gestures.
While warriors and clerics may charge to the fore of a battle, mages tend to hang back and pummel foes with mystic attacks.
Mages tend to be reclusive and spend most of their time researching new spells and ancient magical lore. Mages cannot wear any type of armor. This is because they have no training or aptitude for martial skills, and armor is restrictive and interferes with some spellcasting. Also because of their lack of martial inclination, mages are severly 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 fighter-types, 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 seceral divine magical abilities conferred for their piety. Paladins have extra resistance to magical attacks and poison. Paladins are immune to all disease. Paladins can heal once per day 2 hit points per level of advancement. They are always surrounded by a Protection Versus Evil aura that encompasses the entire party.
All evil attackers suffer a small penalty to their attacks if a paladin is in the party. At third-level, paladins can turn undead as a cleric two levels below their own. At ninth-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.
Paladins can use the following cleric spells: Strength, Charisma Races Allowed: Only Human Weapons Allowed: All Rangers are trained hunters, trackers, and woodsmen. They are taught to live as much but 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 lighterarmor, 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.
Strength, Dexterity, Wisdom Races Allowed: All Thieves are hard to clasify as a group. 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 - espicially 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 leather-type armor. Thieves have a greater choice of weapons than clerics or mages, but less than fighter-types. Any Alignment Alignment describes a character's outlook and how he deals with life.
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: World View Lawful indicates that the character understands himself to work within the frameworks and rules of a society. Neutral indicates that the character moves between valuing society and its rules, and the value of the individual. Chaotic indicates that the character values the individual himself above society and others.
Ethics 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 overly malignant manner. Special Area of Effect: Once Character With this spell the mage can surround a character with a magical field that protects as chain mail AC 6.
The spell has no effect on characters who already have AC 6 or greater and it does not have a cumulative effect with the Shield spell. Instantaneous Area of Effect: One target When a mage casts this spell, a jet of searing flame shoots from his fingertips. The damage inflicted bu 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. Short Area of Effect: Carried items This spell allows a mage to determine if any of the items carried by members of the party are magically enchanted.
All magic items in the party are indicated for a short period of time. One target The mage creates a bolt of magic force that unerringly strikes one target. If there are two monsters, the missile automatically hits the one on the same side as the caster. Magic Missiles do greater damage as a mage increases in level. Initially, Magic Missile does 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. Short to medium Area of Effect: Spell-caster This spell produves an invisible barrier in front of the mage that totally blocks Magic Missile attacks. It also offers AC2 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.
Variable or until mage touches a monster Area of Effect: One target This spell magically charges the caster's hand with a powerful electrical field. The field remains in place until the spell dissipates naturally or the character touches an adjacent monster.
When the spell is cast a hand picture appears in the caster's primary hand - Use this as you would any other weapon. The spell does one to eight points plus one point per level of the caster. For example a 10th level mage does points of damage.
The amount of time it takes the spell to dissipate ranges from medium to long with the level of the caster. One target This spell causes the target to vanish from sight. The invisible character remains unseen until he attacks a monster or is hit. Certain powerful monsters can sense invisible characters, or even see them outright. Melf's Acid Arrow Range: One target This spell creates a magical arrow that launches itself at a target as though it were fired by a fighter of the same level as the mage.
The arrow is not affect by distance. The arrow does two to eight points of damage per attack. For every three levels the mage has earned, the arrow gains an additional attack. For example, at 3rd to 5th level the arrow attacks twice, and at 6th to 8th level the arrow attacks 3 times. Stinking Cloud Not in the game according to the Datacard Range: Medium Area of Effect: Target square This spell creates a billowing mass of noxious vapor.
Any creature or character entering the cloud has a chance of becoming incapacitated by nausea. The spell duration increases with the level of the caster.
Whole Party This spell negates the effects of any spell affecting the party. Target square A fireball is an explosive blast of flame that damages everything in the target square.
The explosion does one to six points of damage for every level of the caster to a maximum of 10th level. One target The caster of this spell can fire a flaming energy 'arrow' that does 3 to 30 hit points of damage. When the mage reaches 10th level the amount of damage is doubled to 6 to 60 points. One target per caster level This spell causes all targets to move and fight at double their normal rate. The spell's duration increases with the level of the caster.
One to four targets This spell can affect humans, demihumans, or humanoid creatures. Creatures that are affected become rigid and unable to move or speak. Spell duration increases with the level of the caster. Invisibilty 10' Radius Range: Entire party This spell is similar to the second-level invisibility spell, except that the entire party is affected. If an individual character is hit while under the spell's effect, that character becomes visible.
This area was used for diplomatic meetings. The dwarves would stand on one side of the pressure plate and their enemy would stand on the other side. Both parties would lay down their weapons, and the talks would begin.
We met a dark-robed person. He was very unfriendly and would not give us so much as his name. He just stood there glaring at us. I would have challenged him, if we were not in such a hurry.
I thing that we found an example of the classic dwarven "dart trap". In such a trap, you step on a pressure plate and darts fly out of the holes. To test my theory I had our brave guide, Bennet, stand in front of the holes, while I step on the plate. Bennet's sensitive nose lead us to this dark pit. Before we could stop him, Bennet scrambled over the edge and into the darkness.
We had no choice but to follow him. There is some kind of message on the east wall. Before I can translate the message, Bennet emits his 'I'm hungry' whine.
I toss him a packet of rations to keep him quiet. Bennet uses a dart like a make-shift fork and stabs his rations. I turn away in disgust and resume my translation. Level 7 - Upper Reaches of the Drow p. These evil dark elves can only be up to no good, but what are they doing down here? It is up to us to unravel this mystery. We were stopped by drow and not allowed to pass.
Bennet reluctantly gave his next breakfast to the drow and then we were allowed to go on. When we stepped on this pressure plate we heard a whooshing sound. Luckily, we all ducked begind our guide Bennet, just before the explosion. As we moved forward we heard the whooshing sound again. Again, everyone ducked but Bennet. He doesn't look much the worse for wear, however. When I stepped on this pressure plate, skeletal lords came out of their dens. I raised my hand and ordered the foul beasts to return to their master.
This did not seem to have any effect on them. I removed a dart from our guide's chest and placed it on the shelf, but nothing happened.
Our guide, Bennet, skulked away and is now sniffing at something over on the north wall. I hate pits, but Bennet seems to show no fear at this location. After a scholarly examination, I believe that these ten 'cells' are cross linked somehow.
Eye of the Beholder
This looks like the same kind of stone construction we have been running into from time to time. They resemble portals of some kind. All we have to do is determine which item around the portal is missing.
I have found three inscriptions and three levers. I believe that first I will pull the lever which represents the item I want the most. Level 8 - Drow Outcasts p. There is no way for us to return to the surface, our only option is to continue going down. The drow seem to be afraid of us. They will not follow us down to the next level. This keyhole seems to require a special key. There is an inscription on the north wall.
After some examination, I come to believe that it resembles a gem of some kind. I carefully examine a shelf on the east wall. While I ponder its uses, Bennet is sniffing around one of the south wall. I wish he would stay with the group. I think that Bennet has been underground for too long, he is urging us to go back the way we came. Bennet is causing trouble again, he still wants us to turn around and go back where we came.
Bennet is looking around as if he is confused. This does not surprise me, for I believe that his brain is only slightly larger than that of a grub fish. We go on despite Bennet's confusion. I am continuously fascinated by the intricate pattern of the stones that make up these halls.
We stop here so that I can examine them more closely. Our guide read the message on the wall, and became confused again. I believe that the value of an education is wasted on Bennet. I told our guide, Bennet, not to touch the spider button on the west wall, but he accidently slipped and hit it with his head. There was a strange sound and suddenly, we were attacked by many hell hounds. The party ran up the hall to see if the path was clear, while Bennet stayed behind to keep the hell hounds in check.
The last utterance I heard from our guide was, "Sit boy!
- Eye of the Beholder - Rulebook
These buttons, pressure plates, and pits seem to be interconnected in a pattern. I will have Bennet trigger each one in turn and record the reactions.
We continued north for quite a ways when passing the first of these points, but after passing the second point, we ran into a dead end. Level 9 - Lower Reaches of the Drow p.
No doubt, he is back on the surface, probably, at the Yawning Portal Inn, enjoying a nice mutton pie and a pint of ale. We, on the other hand, are forced to continue onward and downward. After a thorough scientific study, I believe that the words on the wall, the shelf, and the button all seem to be connected.
I translate the writing on the wall to the east. The wall itself seems solid, so I assume that 'the other side' means the other side of this room. The wall to the west is directly opposite another of those strange stone portals. I am going to examine the wall to test a theory that says proximity to such a portal may lead to changes in the composition of the stones in the wall. I found a dagger in a niche on the wall. I am pleased, it is an exact copy of the dagger I was carrying.
But, when I put the new dagger in my belt pouch, I seem to have misplaced my old dagger. Perhaps it was with Bennet when he disappeared. This gem inscription on the wall does not react to any of the gems that we are carrying.
Eye of the Beholder (video game) - Wikipedia
Perhaps it will respond to another small solid object. Although, we were running extremely low on armor and weapons, we found that it was worth the sacrifice to place the required items on the pressure plates. We stepped into this area and darts started flying at us.
We no longer had a guide to absorb the attack, so we ran as fast as we could down the hall. I believe I am getting the hang of exploring these halls.
We are cut off by pits, but I see a pressure plate. I toss a rock toward the pressure plate to activate it. Before it can activate the plate, the rock turns around in flight.
We duck to the side at the last moment to avoid the turncoat missile. We are low on supplies and our guide is missing. I do not know how we are going to survive.
We must continue to go on and, hopefully, find a way out. To the west is a forest of teleporters and levers. Another problem with a binary solution, we either make it through the teleporters, or we do not.
We found our guide, Bennet, chained to the wall with a dwarf. Too bad, we only had time to rescue our guide, but I am sure some other adventurers will come along and rescue the dwarf. We must be more careful the next time, our guide took massive damage from pushing some of these buttons. We had to abandon three of our weapons here to open the door. Such a waste seems grossly unfair. I am exploring the relationship between these levers and the sliding wall.
By moving these levers in the proper sequence, I think we can get past the sliding wall. We have searched the whole level and this seems to be the only way down to the lower levels. We looked down the pit and could not see the bottom, so I pushed our guide into it. There was an almost immediate thump. It cannot be that deep. When will we find our way out? This is also one of the first games I've seen maybe the first to allow you to turn off music independent of other sound.
You can also replace the "bar graphs" for hit points with actual numbers. Floor drains occasionally show pairs of eyes, and clicking on them often produces a message like the one below. I don't know if I'll ever find anything in a floor drain, but I suspect I'll click on every damned one of them. I'm not sure if food is going to be a problem.
Each character has a food meter that depletes a tiny bit with each action. You have to eat to restore it. So far, I've found just enough food packaged rations, not loose ears of corn or hunks of cheese to restore what I've been losing. But the locations and amount of food seem to be fixed, so I wonder if I eventually get into trouble by doing things like taking a second look through the same dungeon level. Marina finds a ration package just as her food level gets low. I don't know what the "special quest for this level!
So far, I haven't done much with magic, mostly because restoring spells involves resting for a long time and exacerbates the food issue. It makes it feel like more of a real place. Like Dungeon Master, the game appears to have no economy. Unlike Dungeon Master, the game requires no torches or "Light" spells. The dungeon is just naturally light, I guess. You seem to get experience here for solving puzzles as well as killing enemies.
Gaston levels from finding a hidden area. I have no idea how you resurrect, or if it's even possible before you get the fifth-level cleric spell "Raise Dead. Just for fun, I let some skeletons kill me to see what the "full party death" screen would look like. Four Level 3 heroes is all that the city had to stand against the Minions of Evil? There are apparently NPCs in the dungeon, but I haven't met any yet.
When I do encounter them, I hope they're distinguishable as such and I don't end up killing them by accident. You can save anywhere, but there's only one save slot. That gives me the heebie-jeebies just because of corruption issues. I think I'd better back that up occasionally. So far, Eye of the Beholder is exactly what I was looking for: