Detailed instructions for use are in the User's Guide.
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STRATEGIC SIMULATIONS, INC .
LIMITED
ARRANTY
i
Strategic Simulations, Inc . ("SSI") warrants that the diskette(s) on which the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase . If within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to Strategic Simulations, Inc . , 75 Almanor Avenue, Suite 201, Sunnyvale, CA 9408 -2901 and SSI will replace the diskette(s) free of charge . [. . . ] Fighter training includes use and maintenance of all manner of weapons and armor. hether 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. High level fighters (including paladins and rangers), are able to attack more often with melee weapons such as swords than other types of characters .
® Prime Requisite : Intelligence ® Races Allowed : Human, Elf, Half-Elf ® eapons Allowed : Dagger, Staff, Dart
Paladins are elite warriors who battle in the name of truth and ustice . Lawfulness and good deeds are their meat and drink, and they lead lives of such chaste piety that even clerics stand respectful . 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
® Prime Requisites: Strength, Charisma ® Races Allowed : Only Human ® eapons Allowed : All
Rangers are trained hunters, trackers, and woodsmen . 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 . Experience Points (E P) measure how much a character has accomplished . You earn experience points for killing monsters, finding treasure, and completing parts of the adventure . Having prime requisite scores of 1 or greater increases experience earned by 10% . Characters increase in level when they earn enough 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 . henever a character has earned enough experience points to advance in level, he gains hit points, combat ability, and resistance to the effects of poisons
® Prime Requisites : Dexterity ® Races Allowed : All ® eapons Allowed : Any
Alignments
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 : the character's world view and personal ethics . [. . . ] Constitution Chart
ABILITY SCORE HIT POINT AD USTMENT
eapons
eapons are divided into 3 classes : melee, thrown, and fired . Melee weapons are used only in close combat, while thrown and fired weapons are used at range . Note the "Classes" section starting on page 25 in the rules that limit some character classes to certain weapons . The eapons Chart lists the weapons with their range of hit point damage versus small, medium, and large-sized creatures . [. . . ]