UNLIMITED ADVENTURES REFERENCE GUIDE

This guide is meant to fill in the areas that were left
conspicuosly untouched in the rule book provided with SSI's
Unlimited Adventures. It is mainly intended for those who have
not played the Advanced Dungeons & Dragons (tm) paper game, and
are confused by the many magic items and monster powers that are
not explained in the program's documentation.

This file is public domain, and may be distributed freely. If
you feel there are any areas that were not covered in this
guide, and you think they should be, please contact me via
CompuServe at [70524,2010].

INTRODUCTORY MATERIAL

In order to understand several of the items and powers included
with Unlimited Adventures, certain concepts from AD&D need to be
explained first.

To Hit Armor Class 0 (THAC0) - This is a number from 0 to 20
which represents how difficult it is for a character or monster
to hit an opponent whose Armor Class is 0. The lower the number,
the better. To make a successful attack, the attacker must roll
his THAC0 or higher on a 20 sided di.

Saving Throws - Saving throws represent a character's or
monster's chance of avoiding the effects of poison, disease, or
a spell. As with THAC0, the lower the better. A successful
saving throw is a roll equal to or higher than the defender's
saving throw in that particular category. A successful saving
throw indicates that the defender has avoid or or some of the
unpleasent effects of an attack.  Saving throws CANNOT be
accessed via UA in anyway. They are purely a function of the
level of the character or monster, and cannot be modified or
viewed. Never the less, they are there, and should be taken into
account when considering certain magic items and monster powers.


                          MAGIC ITEMS

Below is a list of magic items found in UA. There are several I
didn't list, as they are self explanatory (I thought). There are
several basic categories of items, along with several
specialized items. I have described the basic categories as
groups, and decribed the specialized items individually.

GENERAL CATEGORIES

Weapons +N - Any weapon with a '+' will lower the wielder's
THAC0 by N, and increase damage by N.

Armor/Shield +N - Armor or Shields with a '+' will grant the
normal protection of the armor/shield in question, and, in
addition, lower the wearers Armor Class by N.

Devices of Protection +N (Cloaks, Rings, etc.) - Devices of
Protection will lower the wearers Armor Class and Saving Throw
by N. They do not lower Armor Class when worn with any armor
other than leather, but will still lower Saving Throws.

Bracers of Defense AC N - Magical bracers lower the wearers base
Armor Class from 10 (normal) to N. All Dexterity and magic
bonuses are figured in afterwards. They will not function when
wearing armor.

Drow Equipment - Drow Equipment functions as other magical
equipment, but will not function in sunlight. This is simulated
by implementing the "Drow Equipment Destroyed" option when
transferring from one module to another, usually when moving
from an underground to an outdoor dungeon. If you choose not to
use this option in your adventures, Drow Equipment will function
like normal magic weapons and armor.

Elfen Chain Mail - Elfen Chain Mail is very light chain mail
that can be worn by thieves with no penalty. It is normal mail
in all other respects.

Devices of Immunity/Resistance - Devices of Immunity will grant
the wearer immunity to normal effects (fires, cold, etc.) and
bonuses to saving throws against magical effects (dragon breath,
fireballs, etc.)

Wands - Wands simply duplicate the effects of spells. The
operate as if the caster were 6th level.

Devices of Giant Strength - These devices give the user a
Strength of 23.

Devices of Speed - These devices double the movement of the
user, and reduce Armor Class by 2.

Weapons vs (Monster Type) - These weapons grant extra '+'s when
used against a certain type of enemy.


SPECIFIC ITEMS

Dart of Hornet's Nest - I believe this Dart will attack a target
multiple times. I could not find a reference to it in any of my
books. 

Cloak of Displacement - Lowers wearers AC by 2.

Periapt of Health - Wearer is immune from all disease.

Javelin of Lightening - Considered a +2 weapon, but WITHOUT any
hit or damage bonuses. (i.e. - it can hit monsters that can only
be hit with +2 or better weapons.) Target takes 21-26 damage,
and all in the path of the javelin take 20 damage. It may only
be used once.

Stone of Good Luck - +1 on saving throws.

Necklace of Missiles - A necklace with several missiles that may
be thrown, and act as fireballs.

Eyes of Charming - When worn, they may be used to cast a Charm
spell on a target.

Vorpal Longsword - On a To Hit roll of 20, this sword will
behead the target, if the target actually HAS a head.

Gauntlets of Ogre Power - Wearer's Strength is 18(00) when worn.

Ring of Vulnerability - Not sure, but it doesn't sound good,
does it?

Ring of Invisibility - The wearer is Invisible. See the MU spell.

Ring of Blinking - The wearer Blinks. See the MU spell.

Ring of Wizardry - Useable only by magic-users, this ring
doubles the number of spells of a certain level that may be
memorized.

Ring of Prot. Evil - Wearer is affected as if a Protection From
Evil spell were active. See the Cleric spell.

Elixir of Youth - When drunk, this elixir makes the imbiber
younger by a number of years. Useful if you cast a lot of Haste
spells. 


                        MONSTER POWERS

As with magic items, there are several general categories, and
several specific powers. They are listed seperately.

GENERAL CATEGORIES

Immune to Weapons <+N - A weapon with a '+' of N or better is
needed to hit this monster.

Half Damage (Type) - The monster only takes 1/2 damage from the
specified type of weapon.

+N Full Damage - A weapon with a '+' of N or better is needed to
attack this monster with full damage. Otherwise, only 1/2 damage
is given.

+ND6 (Type) - The monster has an attack that does ND6 damage.
Type refers to fire, cold, or whatever.

Dragon (Type) - The monster has a breath weapon of the specified
type.

(Type) Immunity - The monster is immune to attacks of the
specified type.

Drain N Levels - A successful hit will lower the defenders level
by N. When reduced to 0 levels, the defender dies.


SPECIFIC POWERS

Elec Growth - Electrical attacks cause the monster to grow,
adding a Hit Die to the creature. 

Immune all Weapons - The monster cannot be attacked with
physical weapons.

Iron Golem MR - The monster is immune to ALL magical attacks,
except Lightnening Bolt (acts as Slow spell) and fire attacks,
which heal 1 hit point per point of damage.

Prot vs. Gaze - The monster is immune to gaze attacks.

Rakshasa Magic Resistance - The monster is not affected by
spells of lower than 8th level.

Troll Get Up - The monster can get up after being killed, if
combat does not end quickly enough.

Troll Regen. - The monster regenerates 3 hit point per round.

Marilith Attack - I have no idea.

Beholder Attack - Nasty! The monster gets the following special
attacks: charm person spell, charm monster spell, sleep spell,
flesh to stone ray, disintigrate ray, fear spell, slow spell,
cause serious wounds spell, death ray, and anti-magic ray.

Black Pudding Attack - The monster can dissolve armor and
weapons. 

Efreet Fire Resistance - Magical fire attacks are assigned a -1
damage penalty per di of damage.

Ghoul Para Attack - The monster will paralyze the target on a
successful attack, unless the target makes a successful Saving
Throw. 

Gorgon Attack - The monster has a breath weapon which will turn
the target to stone, unless a successful Saving Throw is made.

Hell Hound Breath - The monster has a breath weapon which does 1
hp of damage for each hit di the monster has.

Lethal Poison - On a succesful attack, the monster will poison
the target, unless the target makes a successful saving throw.
Poisoned characters lose 1 hp every hour, until they die, or a
Neutralize Poison is cast on them.

Mummy Disease - The target is inflicted with a disease, unless a
succesful saving throw is made. The disease will reduce Strength
and Charisma slowly, and the character will eventually die
unless Cure Disease is cast on him.

Mummy Fear Aura - Characters viewing the monsters must make a
saving throw or flee in panic. 

Owl Bear Hug - The monster may hug targets smaller than itself.
Hugged targets may not move, and may only physically attack the
monster hugging them.

Paralyze Attack - Targets attacked by this monster are
paralyzed. I do not think they are given a Saving Throw. (Which
differentiates this attack and the Ghoul Para Attack.)

Paralyze Gaze - Characters viewing this monster must make a
succesful Saving Throw or be paralyzed.

Petrify Attack - Characters hit by this monster must make a
successful Saving Throw or be turned to stone.

Petrify Gaze - Characters viewing this monster must make a
successful Saving Throw or be turned to stone.

Phase Spider Poison - This is like Lethal Poison, but Saving
Throws are made at a -2 penalty.

Carrion Stench - Characters near this monster must make a
successful Saving Throw or be made helpless by the smell.

Rnd Bonus Attacks - I'm not sure.

Sham Mnd Engulf - The monster may engulf the character on a
successful hit. The character will eventually suffocate if the
monster is not killed.

Umber Hulk Gaze - Characters viewing the monster must make a
successful Saving Throw or be Confused (as the spell).

Holy Water Dam - The monster takes damage when attacked with
Holy Water.

Reflectable Gaze - Characters armed with a mirror may avoid the
gaze attacks of this monster.

Slew Blesd Bolts - Blessed bolts will kill this monster.

Vuln. to Fire - The monster takes extra damage from fire
attacks. 


You've probably noticed that there are still details which I've
been unable to figure out. Hopefully, further experimentation
will explain them, and when that happens I'll upload an updated
version of this file. If you have any understanding of these
omissions, E-mail me at the above ID# and I'll fill them in.
I plan to write another file describing in detail how to create
certain events through chaining that new designers might have
trouble with. (For example, a 'simple' Inn event can require up
to seven different events, depending on what features you want
included.) This file will also include detailed descriptions of
all of the event choices offered by UA. (If anybody wants to
give me a hand with this, let me know! It's a big project.)

Finally, this documentation is dedicated to all of those folks
in the GAMERS forum who have uploaded walkthroughs, maps, and
help files that I've used over the years. I'm happy to finally
be giving something back.

Jeff Kunkel
a.k.a. Kilgore

Copyright 1993 by Jeffrey Kunkel. This file may be distributed
freely, provided that it is not modified in any way.