User manual GAMES PC ICEWIND DALE

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Manual abstract: user guide GAMES PC ICEWIND DALE

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

[. . . ] 152 TM BLACK ISLE STUDIOS 3 INTRODUCTION M TM any tales have reached me of the south, and of the cities and caravans and wonders of Baldur's Gate and the lands around. These things no longer carry the wonder they once did since my journey north, to the Ten Towns. The accomplishments of men seem insignificant here, where all falls within the shadow of the Spine of the World. There are many tales of the Spine of the World; there are times when I feel it is more a force than a range of mountains -- one needs only look at them to feel their majesty and their presence. [. . . ] Wizards are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are different types of wizards. The generalist mage studies all types of magic and learns a wide variety of spells. Restrictions: Mages cannot wear armor, and they can only wield daggers, staffs, darts, and slings. Specialist Wizards: Mages that specialize in a specific school of magic are allowed to memorize an extra spell of each level (once they are able to use spells of the appropriate level). They are prohibited from learning spells in their opposition schools (with the exception of Divination spells less up to 4th level, which can be used by any specialist mage), and cannot be combined in a multiclass character (though gnomish characters can become Fighter/Illusionists). Conjurer: Conjurers specialize in creating creatures and objects to assist them. Illusionist: Illusionists specialize in creating illusions to confuse and mislead. Invoker: Invokers specialize in Invocation/Evocation magic. BLACK ISLE STUDIOS 67 TM Necromancer: Necromancers specialize in death-related spells. Transmuter: Transmuters specialize in spells that alter physical reality. Multiclassed Characters (non-human) Fighter/Thief: This character has the abilities of a thief and a fighter, but they cannot use their thieving skills while wearing more than studded leather armor. Fighter/Cleric: This character has the abilities of a fighter and a cleric, but they can only use weapons permitted by the cleric class. Fighter/Druid: This character has the abilities of a fighter and druid, but they can only use weapons permitted by the druid class. Fighter/Mage: This character has the abilities of a fighter and a mage, but they can't cast spells while wearing armor. Gnomes can choose this multi-class, but they must be fighter/illusionists. Gnomes are the only race that can combine a specialist mage class in a multi-class. Fighter/Mage/Cleric: This character has the abilities of a fighter, mage, and cleric, but they cannot cast mage spells while wearing any armor, and are restricted to weapons allowed by the cleric's class. Fighter/Mage/Thief: This character has the abilities of a fighter, mage, and thief, but they cannot use their thieving skills while wearing anything heavier than studded leather armor, and cannot cast spells if wearing any armor at all. Mage/Cleric: This character has the abilities of a mage and a cleric, but weapons are restricted to only those allowed by the cleric's class, and mage spells cannot be cast while wearing armor. Mage/Thief: This character has the abilities of a mage and thief, but mage spells cannot be cast while wearing armor. Cleric/Ranger: This character has the abilities of a cleric and ranger, but weapons are restricted only those allowed by the cleric's class. Thief/Cleric: This character has the abilities of a thief and cleric, but weapons are restricted to only those allowed by the cleric's class. They cannot use any thieving abilities when wearing armor heavier than studded leather. TM Alignments Alignment reflects a character's attitude toward society and the universe. [. . . ] Or do you just want to know the latest codes and tricks for this and many other Interplay titles??Well, look no further because the solution for all these problems is just a phone call away. Pick up the phone and call the Interplay Hintline at 1. 900. 370. PLAY<7529> (or 1. 900. 370. 6869 for all our Canadian friends). And best of all, it only costs 95¢ a minute (again, for our Canadian friends this charge will be in Canadian dollars), with all long distance charges included in that price. . . . [. . . ]

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