THE EYE OF THE BEHOLDER WORLD
Eye of the Beholder is a role-playing adventure based on the popular Dungeons & Dragons 3rd Edition game rules and an original story created for this game. The action takes place in the sewers and catacombs beneath the City of Waterdeep in the Forgotten Realms game world.
Exploration in Eye of the Beholder is from your point of view in 3D. Watch the walls pass by as you move through the sewers beneath the ancient city of Waterdeep. Find and manipulate buttons and switches to solve mysterious puzzles. Unlock and open doors and chests. Disarm traps. Battle monsters. Negotiate with merchants or use the services of a friendly healer. Check your map to make sure you don't get lost in the treacherous mazes.
Once you have engaged in battle, the screen will switch to an isometric combat view. Attack by using the weapons your characters have in their hands, or cast spells by using your cleric's divine powers and your wizard's arcane secrets. Those in the front of the party can combat with weapons such as swords and maces, while characters in the rear ranks may attack with spells or ranged weapons such as bows and slings.
BUILDING A PARTY
You must generate four characters to have a complete party before you go into the dungeon. There are four pre-generated characters for you to choose from, or you can create your own. A good mix of races and classes is recommended for completing the adventure.
Fighters can deal with the many horrors that block your path with their armor and swords. Clerics and Wizards support the quest with their magical abilities - Clerics have powerful divine magic for healing and protection, while Wizards attack with mystic arcane forces. Rogues are handy when progress is barred by a locked door or chest for which the party has no key; they can also disarm the many traps that will confront you. Read the CHARACTERS section for more information on selecting members of your party.
GENERATING CHARACTERS
To create your own character, follow these steps:
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Select either the DRAGON PARTY or the SWORDS PARTY from the main menu.
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Select ROLL NEW CHARACTER from the menu selections.
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Enter the name of your character by selecting the letters. To backspace, select DELETE. When satisfied, select ACCEPT.
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Select a male or female character.
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Select a portrait to represent your character. Use NEXT PORTRAIT to scroll forward and PREVIOUS PORTRAIT to scroll backward. Select ACCEPT when satisfied.
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Select a miniature to represent your character. Use NEXT MINIATURE to scroll forward and PREVIOUS MINIATURE to scroll backward. Select ACCEPT when satisfied.
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Roll the abilities for your character. Each number is generated by three six-sided dice being rolled. You may roll as many times as you like; the higher the number, the stronger your character is in that ability. Select ACCEPT when satisfied.
The following abilities determine specific character traits:
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Strength: Increases combat abilities and chance to break down doors.
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Intelligence: Determines how many starting skills your character receives.
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Wisdom: Used by Clerics to gain bonus spells.
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Dexterity: Used for ranged attacks and armor class.
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Constitution: Helps your character's starting hit points.
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Charisma: Useful for clerics when turning undead.
FEATS
Feats are used to give your character a special ability. Some feats allow your character to perform better in combat, while others aid your character in magical ways. All characters get a feat at the 1st, 3rd, and 6th character level. Fighters get a bonus feat at 1st, 2nd, 4th, and 6th levels. Wizards get a bonus feat at 5th level. Humans get a bonus feat at 1st level.
The following feats are available:
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Alertness (Prerequisite: None): Improves Listen and Spot Skills.
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Armor Prof. (Light) (Prerequisite: None): Can wear armor without combat penalties.
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Armor Prof. (Med) (Prerequisite: Must have Armor Prof. (Light)): Can wear armor without combat penalties.
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Armor Prof. (Heavy) (Prerequisite: Must have Armor Prof. (Med)): Can wear armor without combat penalties.
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Combat Casting (Prerequisite: Must be a Wizard or Cleric): Adept at casting spells in close combat.
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Combat Reflexes (Prerequisite: Dexterity of 12): Additional Attack of Opportunity.
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Exotic Weapon Prof. (Prerequisite: Level 1 Fighter, Level 2 for other classes): No attack penalty for exotic weapons.
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Extra Turning (Prerequisite: Must be Cleric): Additional turning attempts per day.
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Great Fortitude (Prerequisite: None): Helps against poisons, paralysis, and death.
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Improved Initiative (Prerequisite: None): Quicker reaction to combat (less surprises!).
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Iron Will (Prerequisite: None): Helps against mental attacks and magic.
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Lightning Reflexes (Prerequisite: None): Fast reflexes (helps to dodge magic attacks).
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Martial Weapon Prof. (Prerequisite: None): No attack penalty for Martial Weapons.
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Point Blank Shot (Prerequisite: None): Improved proficiency with close ranged attacks.
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Precise Shot (Prerequisite: Point Blank Shot): Negates cover bonus to enemies.
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Quick Draw (Prerequisite: Level 1 Fighter, Level