Frequently Asked Questions
The following topics are covered in this section.
If you have bought the game but not received the automatic email, there are two things you can try before contacting the developer at the address below. Firstly, you can go to the password recovery page. Please enter your email in the 'Login Email' field and click the 'Confirm' button. This will send a new automatic email containing your customer password. Secondly, you can go to the customer page and click on the golden key (on the right side of the page) to log in using your IP address.
The possible reasons for why you are not receiving the automatic email include the following: the email has gone to your spam folder, the email has been identified as spam and deleted automatically by the recipient domain, the email delivery has been delayed, or there was a software problem. My sincere apologies for the inconvenience.
Please email email@example.com if you are still having problems downloading. Thank you.
Any PC with DirectX 9 and Windows XP/Vista/7/8 should be able to run the game. It might work with other operating systems, you just have to try the demo. If the demo works, then the full game will work.
Around three years on a part time basis.
No, the demo will be free and the full game will be priced around £10. It will be available for download on this site.
The resolution is 320x240 and the maximum number of colours is 2^24=16777216.
Even low-resolution graphics can be beautiful. Have a look at these (click to enlarge).
Dungeons & Dragons Tower of Doom (arcade game)
Aladdin (SNES) and Defender of the Crown (Amiga)
It has been released, please click here to download.
It's written in C++ using Visual Studio 2005. It looks more like C than C++, though.
You can play in full screen, windowed mode 640x480 or windowed mode 960x720. You switch between full screen and windowed mode by pushing ALT+ENTER.
Then you’re looking at the wrong game. This is an RPG-orientated RPG, where hand-eye coordination and quick reflexes are of no particular help. It’s a fact that most PC RPGs nowadays are first-person action-RPGs. I say most because independent developers like Spiderweb Software and Basilisk are still making RPGs that are not action-RPGs.
A turn-based, grid-based system rather similar to the combat systems of Temple of Elemental Evil and Dark Sun 1 The Shattered Lands. See the How to play section for more information on how the combat system works.
Not as a general principle, but yes on a case-by-case basis. Many low-intelligence monsters just won't talk to the party. Others will talk, but only in an attempt to deceive the party. Lastly, some creatures are open to diplomacy, allowing a non-fighting resolution through dialogue. When this happens, the party is suitably rewarded in terms of experience points.
Having less characters would mean less tactical possibilities, and having more characters would slow down combat with little gain.
The player characters can be human, mul or half-elf and they can be knight, wizard or cleric. They can also be male or female. The character sprite is determined by the class and gender. In the game, half-elves are immune to sleep effects and they have the following ability score adjustments: -2 strength, +2 dexterity, -2 constitution and +2 intelligence. Humans start with an extra feat. Muls start with the Toughness feat and have the following ability score adjustments: +2 strength and -2 dexterity.
Player characters can be human, half-elf or mul (half-dwarf). The main reason for using only these races is economy. The more exotic races require different graphics, while these three look very alike. This allows to represent characters according to their class and gender rather than their race. Also, more races means more racial abilities and differences must be taken account in the game. Otherwise, I do like the idea of allowing more player races, especially the standard ones, but unfortunately that won't happen in this game.
The game features three character classes, Fighter (Knight), Cleric and Wizard. These are the only classes that appeared in the Original Dungeons & Dragons (see Gary Gygax's Men & Magic). It would be nice to have more classes and powers, such as psionics, barbarian rage, sneak attack damage, or druidic spells. However, it is much simpler to make a game with just these three main classes. Also, I think the only fundamental classes in D&D are the fighter, cleric, wizard and thief. The fighter is good at melee combat, the cleric can heal, the wizard has offensive spells and the thief spots traps and opens locks. I have not seen very good adaptations of the thief class in video games. The focus is usually on combat, making the thief lackluster.
They are animated whenever they walk or attack. The game also features smooth-scrolling.
No. The characters will never die from starvation.
They are all carefully hand crafted.
That depends on what area we're talking about. In many areas, yes, random groups of monsters do appear after you have "cleaned" the area.
Similar to Fallout 1 or Champions of Krynn, the party is represented by a dot on the world map. While traveling on the world map, there is a chance of random encounter. When the party reaches a specific location, the world map is closed and the party can explore that specific location.
Yes. You are given the option to run away. This applies only to world-map encounters.
There are indeed restrictions on when you can save. You may not save while traveling on the world map, and you may not save while engaged in combat. Otherwise, you can save up to five distinct games.
Yes, there are some “puzzly” situations in the game. They include: finding secret doors, finding the right key, finding the right combination, choosing the right dialogue options. However, there are no “type your answer” riddles such as “What animal has four legs the morning, two legs at noon and three in the evening? Type your answer>”.
Please check out the list of spells.
None, I'm afraid. I consider that the OGL skills are more useful for a pen-and-paper game than for a computer game. In Temple of Elemental Evil, I thought skills were cumbersome and mostly without use.
Please check out the list of feats.
Please check out the list of races.
OGL is the open game licence created by Wizards of the Coast to allow third-parties to use their open game content. The open game content is a set of rules that constitutes the foundation of the pen-and-paper role playing game Dungeons & Dragons 3.5. Thus, the open content is distinct from D&D, but very closely related. If you like one, you like the other. Follow this link for more considerations about the open game content. You can read the game rules in question there. You can read the terms of the licence there, and you can read Wizards of the Coast's software FAQ there.
Please check out the list of differences.
No. You get the same experience as set in the original rules for each challenge rating.
Yes. The maximum level for player characters is 20. Monsters can have any level.
Most spells make sense only in the context of a fight, so you are not allowed to cast these spells outside combat. This way neither the party, nor the computer-controlled enemies, can stack spells in anticipation of an encounter (such as Bless + Stoneskin + Haste even before the fight has started). The only spells that you can cast outside combat are Mage Armor (because the effect goes on until the party rests), all the healing spells, and spells that remove permanent afflictions (for example: Remove Curse, Remove Negative Levels and Stone to Flesh).
This is not easy to estimate. I would say as long as Baldur's Gate 1.
No. You're supposed to play the good guys. As a direct result, you are not allowed to attack friendly creatures. However, even honourable knights sometimes have to take decisions that might bring them to the "grey" area of morality.
Alignment is not tracked by the game. It stays the same from start to finish.
Yes, many areas have their own music track.
There are many magic weapons and other magic items to be found in the game. The most powerful items have a unique description of how they came to be. However, due to the crafting system no weapon or armour is really unique; the player could always craft an identical item.
No. There are no timed quests, and no way to know exactly what the gameworld time is.
Yes, there is a smooth transition between night and day. It does not affect gameplay, so any store will remain open even during the night hours. Rain has been implemented too. When a combat happens outside and it is raining, all range attacks suffer a -4 penalty.
The only purpose of resting is to recover hit points and spell slots. The party can roam for as long as it wants, it will not become fatigued from lack of sleep. The only place where the party can rest is at a campfire. There are campfires here and there in the game. It should be one of the party's priorities to find a campfire (a proper place to rest) when exploring a new area.
There are a few, including lights, butterflies, crawling bugs and so on.
No. This is a single-player game.
Please check out the list of weapons and armour.
Please check out the list of magic items.
Please check out the list of enchantments.
During character creation, each ability score (Strength, Dexterity, Constitution, Wisdom, Intelligence and Charisma) is determined by throwing four six-sided dice (4D6), removing the lowest dice result and totaling the remaining dice. All the abilities are automatically re-rolled if the rolls were exceptionally poor.
You may re-roll one (and only one) ability and you may switch two abilities once. For example, say you rolled 13 for Strength. Then you re-rolled Strength and obtained 12. You keep the higher result of 13. You are still allowed to switch two abilities. Say you had a 17 in intelligence. You wanted Strength to have the highest score, so you switch Intelligence with Strength, leaving you with the final ability scores of 17 Strength and 13 Intelligence.
The game has options to specify that you want each character to have from one to six 18s in the ability scores. So if you set the number of 18s to six, your characters will have the maximum ability scores (18 in each ability). There is also an option to specify that you want the maximum hit point increase at each level-up.
Specifying maximum ability scores and maximum hit points makes the game easier. However, certain fights and situations are challenging even with the maximum ability scores and hit points.
I did not intend to make the game too hard – only epic and challenging. You can make the game much easier by setting all the ability scores at 18 and setting Hit Point increases per level to the maximum. You set these things in the options screen. Regardless of these options, some fights just have to be played through several times before you can find an effective tactic.
One mul knight wielding a greatsword, or a longsword and shield, and one human knight wielding two short swords or two light hammers. Plus one human cleric and one half-elf wizard. With two knights, you always have the best in terms of melee firepower. The cleric helps the knights with Prayer and Bless, and the wizard helps the party deal with large groups of enemies with spells like Stinking Burst, Web, etc.
Alternatively, go with two clerics and two wizards. With this party, each character is able to craft magic items and cast spells. The two wizards can clear entire rooms full of enemies with one or two Fireballs. When faced with a strong, single enemy that also has spell resistance, the two clerics can cast their “power” spells such as Righteous Might and Divine Favour, allowing them to fight in melee nearly as well as knights.
No. There is no protection against copy.
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