Forgotten Realms Collection Universal Game Editor (5 posts) (5. I already see people have made e a module for Pool of Radiance and most likely the other games in. 3½' and 5¼' floppy disk ROMcartridge. Pool of Radiance, released in 1988, was the first of a long series of tactical role-playing games that shared a common engine that came to be known as the ' Gold Box Engine ' after the gold boxes in which most games of the series were sold. It was well received with the accolade of being 'the best RPG ever to grace the C64, or indeed any other computer.' A collection of heads designed to replace the default heads in the game. 10 Human female heads 3. 15 Human male heads 4. 5 Aasimar male and 5 female heads 5. 6 Half Elf Male and 6 female heads 6. 3 Sun Elf Male and 5 female heads 7. 3 Drow Male and 5 Female heads. Some modding tools for changing the font and editing game data. Lists saved games chronologically with a description of the location (map name). Able to backup to latest save game with a description. Playing paladin or ranger in Pool of Radiance. Can be exported to Curse of the Azure Bonds. Very experimental monk class for Pool of Radiance.
Infobox VG| title = Pool of Radiance
developer =
publisher =
designer =
engine =
released =
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media = 3½' and 5¼'
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preceded by =
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'Pool of Radiance', released in
author=Dillon,Tony
title=Pool of Radiance
publisher=Commodore User (Oct 1988) p: 34, 35] As the first game in the series, Pool of Radiance was to be surpassed in terms of features by later
After the success of the original game (which won the
tory
The game takes place in the
The party begins in the civilized section of 'New Phlan' that is governed by a council. This portion of the city is a place for the party to buy equipment at the shops, rest up in the inns, listen to rumors in the pub, and contract with the clerk of the city council for various commissions. The party can also go to the hiring hall and hire an experienced adventurer to accompany the party.
Beyond this region the party enters the area of the slums, which have been overrun with low-level monsters such as goblins and orcs that the party must clear out (gaining experience in the process). Further into the slums, the going gets tougher, with ogres and trolls for opponents.
The next commission is to clear out Sokol Keep, a fortified area located on an island. This is filled with undead, among other opponents. Inside the keep is a specter who suffers under a curse. When you remove this curse, the keep is cleared and the shipping lanes to the city are finally opened.
There are a variety of other locations that are encountered as the party ventures further into the city, including Kuto's Well, catacombs filled with a bandit horde, a thieves' guild, Podol Plaza, and a buccaneer bar called the Pit. With the party making impressive progress, they are next contracted to go to the old Textile House, to recover the treasure of a council member. Pressing onward, the party can enter Mendor's Library, a temple of Bane in the wealthy section, Kovel Mansion, and the deadly Valhingen Graveyard.
Eventually the party ventures outside the city by boat, where they encounter a silver dragon. Various side treks and adventures occur, including visiting an encampment of the
Now the more difficult endgame begins. The party reveals a traitor in the city council, and is commissioned to hunt him down. At some point the party will have to assault Stojanow Gate, a difficult task against bugbears and ettins. The party then enters Valjevo Castle and its inner sanctum, descends a stairwell to encounter some guards of the impostor Tyranthaxus (who assumes the form of a bronze dragon). After defeating his guards, the party refuses his offer to join his side and engages the dragon boss in a deadly battle, emerging victorious.
Plot overview
The party's objective is to ultimately free Phlan from the monsters and the boss, Tyranthraxus. There are many missions from the Phlan city council the party can undertake, some optional, which will give rewards for successfully accomplishing the tasks.
The only real mandatory task is for the party to clear the areas on the outskirts of Phlan so it can make its way to Valjevo Castle and defeat Tyranthraxus. It is highly recommended, however, to gain enough experience to undertake this task.
Copy Protection
The original Pool of Radiance game shipped with a decoder wheel. After the title screen, a copy protection screen was displayed consisting of two pictures and a line. The player was required to use the decoder wheel to line up these two pictures, and then enter the word revealed in the appropriate cutout in the decoder wheel. The player was given three tries to enter the correct word before the game exited.
Differences between versions of Pool of Radiance
Pool of Radiance was released for several computers/game consoles, so there are differences between the versions.
Commodore 64 (C64) featured music, while the DOS version had none. The C64 also had more detailed graphics. Unfortunately, C64 had notoriously slow load times, unless the computer had a fast load cartridge installed. The game was also distributed on four double-sided floppy disks, making disk swapping a common frustration for players. The use of disks to save characters, however, made disk-swapping exploits possible to achieve item duplication.
The Nintendo (NES) version was completely different from the other releases. It featured original music, different graphics, and a unique interface. It lacked many of the features of its computer counterparts, such as editing character icons. It also lacked several areas to explore, most notably the randomly generated creature lairs found on the wilderness map. Battles in the NES port were also considerally toned-down, partly because the NES had trouble with a large number of sprites and partly to lower the difficulty.
The Amiga version was very well made with nice music and enhanced graphics and animation, and a level of quality the PC version would not reach until
For MS-DOS there are three different known versions available:
Difficulty
'Pool of Radiance' is considered to be very unbalanced with regard to difficulty, especially by today's standards. The frequent random encounters were often more challenging than the set-piece battles and tended to be very time consuming. This is partially because the game would base random encounter difficulty off party strength, and the metric used counted player stats heavily. A party of first level characters with high stats (easily obtainable at character generation) would face random encounters with numbers of enemies more suited for high level characters.
Hacking
The save game files were very simple and easy to edit using either a Hex Editor or Pooledit, a DOS-based saved-game editor written by Stephen Oulton. It was possible to edit a character's statistics (Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma) up to 25 - the maximum allowed in Advanced Dungeons and Dragons Version 1, and the game was programmed to accept scores that high, though it was impossible to get them without using an editor.
It was also possible to edit equipment items - giving rise to 'Helmets of Fireballs', 'Swords of Ice Storm', 'Shields of Lightning Bolts', and other interesting if improbable creations.
Bugs
Universal Game Editor Pool Of Radiance Download
* Bag - The Commodore 64 version of the game had an interesting bug - if a character had a lot of arrows you could split them until all of the character's 16 inventory slots were filled, and then split them once more. The result was that the topmost item in the character's inventory would be transformed into an item called 'bag' and appear as a 17th item slot. The bag was not worth anything to sell, however it virtually made the base item +57. So if you had a plate mail transformed into a bag, you could get an Armor Class of well below -50 and if you had a weapon transformed into a bag, you would easily deal 60+ points of damage with each blow at a miss chance of 5% (natural 1). Basically, the same thing also worked with all other items that had quantities (quarrels, flasks of oil, silver arrows, carpets etc.). The bonus the so created item had and its name varied. Some had minor bonuses, some had huge bonuses and some had such high bonuses that they turned negative (silver arrows made superb items with a malus of about 100).
* Lizardmen Camp - The NES version of the game has a rather annoying bug, though it does not affect the completion of the game. If you enter the abandoned castle and find the old lizardman but flee before he gets a chance to give you your quest, he will disappear from the game and the overall quest for this segment cannot be completed.
* Wraith - When fighting a wraith, it was possible to have a character's level drained until it reached 0 and then drained again, wrapping around the 8-bit register to level 255. If a member of your party survived, it was possible to resurrect this dead character and have a level 255 character with 255 hit points.
* Export - Not so much a bug as an exploit, if there was a particular item you wanted more of you could give it to a character then export them at the adventure hall. Strip the item from the character then drop them from the party. Re-enter the adventure hall and add the character back in - with the original item still in their possession. This could be repeated 'ad infinitum'. Also of note is that in the NES version codes are provided to export your characters. Though not technically a bug, no sequel was made for the console so the codes are worthless.
* Mad man - On the C64, the Mad man character is seemingly useless. If you add him to your party and then return to civilization, he will start fights with people randomly. It is possible to get to a training hall and modify his attributes as long as he has 0 experience. Doing so will give you full control of the character from that point on and the game turns him into a regular player character (giving you 7 PCs).
Game credits
* Scenario created by: TSR, Inc., Jim Ward, David Cook, Steve Winter, Mike Breault
* Game created by: SSI Special Projects
* Programming: Scot Bayless, Brad Myers, Russ Brown, Ted Greer
* Original Programming: Keith Brors, Brad Myers
* Graphic Arts: Tom Wahl, Fred Butts, Darla Marasco, Susan Halbleib
* Project Manager: Victor Penman
* Encounter Coding: Paul Murray, Russ Brown, Victor Penman, Dave Shelley
* Developer: George MacDonald
* Testing:
Pool of Radiance: Ruins of Myth Drannor
Pool of Radiance: Ruins of Myth Drannor is the sequel to 'Pool of Radiance' and was released in
This was a new game based on the same AD&D module, but with rules updated for the 3rd edition. Sales for the game were initially low as it received lackluster reviews and was plagued with bugs, especially in multiplayer. The situation was so bad that uninstalling the unpatched game could wipe the user's system files [http://arstechnica.com/reviews/01q4/pool_of_radiance/pool-1.html] . The main complaint about the game was that it was boring, as the AD&D module it was based on was intended for a large player group. Other problems, such as the infinite and confusing dungeons and only one style of gameplay - hack'n slash - contributed to make this title considered boring and repetitive. Later patches fixed some of the stability issues, but by this time stronger competition such as
Reception
Pool of Radiance received positive reviews, with Tony Dillon from Commodore User scoringit 9/10. The only complaint was a slightly slow disk access however the reviewerwas impressed with the features even labeling the game as a Commodore Usersuperstar. [cite
author=Dillon, Tony
title=Pool of Radiance|
publisher=Commodore User (Oct 1988) p: 34, 35]
A review from Zzap was less positive only achieving 80%. It was noted the gamefelt too much 'hacking, slicing and chopping' without enough emphasis onpuzzle solving. The game was awarded on 49% for puzzle factor. [cite web
title=Pool of Radiance
url=http://www.zzap64.co.uk/cgi-bin/displaypage.pl?issue=44&page=127&magazine=zzap
publisher=Zzap 44 (Dec 1988) p : 127
accessdate=2008-02-21]
See also
* '
* '
* '
* '
* 'Pool of Twilight'
* '
*
*
References
External links
* [http://www.geocities.com/dragonbait1999/index.html Dragonbait's 'Pool of Radiance' page] , screenshots, info and pics of the original Pool of Radiance (1988)
* [http://www.gamebanshee.com/poolofradiance/ 'Pool of Radiance' at Game Banshee] - Contains a walkthrough and many in-depth specifics about the game
*
As a conventional isometric dungeon crawl, Pool of Radiance: Ruins of Myth Drannor is not a terrible game. But as a computer translation of role-playing's most important and familiar system, which also brazenly claims the heritage of the original 'Gold Box' Pool of Radiance, this release fails soundly. While Ruins of Myth Drannor arguably follows the official 3rd Edition Dungeons & Dragons rules, it tends to bring out the weaknesses of pen-and-paper play instead of enhancing or simplifying the experience for a single computer gamer. Most significantly, Ruins of Myth Drannor does not accomplish the depth of story, the detail of character customization, or the engulfing campaign world that made the original Pool of Radiance such a memorable adventure.
When the game is running smoothly, it does have some appeal. The graphical technique is oddly reminiscent of The Sims, featuring 3D-modeled characters and objects against an essentially 2D backdrop. The characters look quite good, fluidly animated and delicately shaded, and their appearances change according to the armor and weapons equipped. Ruins of Myth Drannor also features several impressive visual spell effects, with colorful bursts of light and tumbling, wispy fogs. The quality of the backdrops is mixed, as some of the overland locations show careful craftsmanship while many of the underground areas are inorganically angular and feel very computer-generated. The audio is decent, with some excellent monster noises and good ambient sounds. Unfortunately, like other aspects of this game, the various graphical and audio styles don't always mesh and the overall presentation often feels disjointed.
By its very title, this game demands comparison to the Gold Box original. Pool of Radiance: Ruins of Myth Drannor is not blatantly irreverent in its renovation, but it never approaches the unified experience of the late-'80s classic. This newer game is set about ten years after the events of the original adventure, in which the soul-stealing evil of the first Pool of Radiance was silenced and the city of New Phlan set free from its power. A new Pool of Radiance has appeared now, far away in the deserted ruins of Myth Drannor. Most of the adventure takes place in these ruins, removed from the city and any sense of cultural depth it might provide. Though the story has a few bright spots, plot development is linear, sparse, and often awkward. Gamers may find themselves paying attention to the text simply to figure out where to go next, instead of truly playing the roles of their characters in the adventure.
It is also appropriate to compare this official Dungeons & Dragons game to contemporary releases, in terms of its mechanics if not its narrative elements. Baldur's Gate (1998) and other D&D-based games fashioned on the Infinity engine use a computer-enhanced yet ultimately more accurate method of translating the Dungeons & Dragons combat system to video gaming. Though diligent in its adherence to the twisting arithmetic that drives the D&D rules, Baldur's Gate allows the player to break down party combat into the smallest possible time units and it simultaneously applies the actions of all characters and monsters in a real-time stream. Baldur's Gate can be paused to give the player an opportunity to think through each character's actions, allowing for coordinated group attacks and thoroughly believable defensive strategies. Of course, most tabletop D&D gamers don't play through their battles instant by instant. Such an approach would require so much time and effort that it would distract from the reality of the experience instead of enhancing it.
Ruins of Myth Drannor features a more traditional application of the D&D combat rules than Baldur's Gate does, offering a style of play complete with all of the unfortunate compromise found in the battles of many pen-and-paper D&D sessions. Combat actions in Ruins of Myth Drannor are discrete and sequential. Each character and monster takes his or her turn, one at a time. While this is indeed very similar to the way that groups of friends play at kitchen tables with dice and miniatures, it looses a crucial sense of immediacy and drama when translated to the single player's computer monitor. Done well, turn-based combat can be extremely rich and involving but this particular system is shallow, flawed, and inferior to that of the original Pool of Radiance. The combat design in Ruins of Myth Drannor occasionally produces some interesting situations, but it also encourages tactics that would seem impractical or impossible in a 'realistic' fantasy combat situation. Characters can cast spells with no real threat of a ranged attack interruption. Monsters approach one at a time, making it easier to take strong positions and concentrate on the greatest threats.
Pool Of Radiance Item List
There are additional factors that may push one to play this game 'by the numbers' instead of 'by the story.' Wounded or spell-spent characters face no penalty in resting for a complete recovery after each and every encounter. A distractingly handy color-changing icon even indicates the many areas in which a few hours of sleep or meditation will be completely safe and, no matter how badly they are wounded, characters seem to heal to their full hit points after each rest period. Other elements of movement and party management are more frustratingly unrealistic. When not engaged in combat, all of the characters in the party are forced to remain relatively close to one another. This prevents the rogue from scouting ahead down a dark hallway or the sorceress from positioning herself at a comfortable distance when a possibly trapped treasure chest is examined. The field of view is unnaturally determined by how far the player can scroll around the backdrop while the characters remain visible on screen.
Pool of Radiance: Ruins of Myth Drannor boasts that it is the first computer game to use the 3rd Edition Dungeons & Dragons rules. If there is an overall theme to the 3rd Edition's amendments, it is of customization. The core rulebooks feature many alternate statistics systems, disparate variations of possible character types, and insightful advice for balancing play in non-traditional games. Instead of listing immutable details such as which races can be of which classes and which of those are available to players (as earlier D&D editions do), the 3rd Edition lays out a more theoretical foundation and then offers suggestions as to how to build upon it. Balance and purpose are emphasized over statistical or topical specifics. The books preach that while no single campaign is suitable for every variation of play, a good game can be built around any variation of the rules as long as it's done in the proper spirit.
It is in abuse of this authorization that Ruins of Myth Drannor haphazardly interprets the D&D system, making substantial allowances in some regards while completely forbidding other, more established options. The half-orc race is available for play but gnome characters are not a choice. Certain race and class combinations offer character models of only one gender. The game allows for no traditional mage characters at all, squelching any chance for arcane study or spell book development. Just one relatively conservative method of attribute generation is supported in spite of the aggressively paced campaign. Most importantly however, little or no explanation is given in the context of the game world as to why these particular limitations and allowances are made.
Theoretically, any combination of the basic Dungeons & Dragons rules could be applied with success, but only when done with an honest, encompassing rationale. The interpretation of D&D offered by Ruins of Myth Drannor is a mishmash, seemingly governed more by what would and wouldn't work within the game's programming limitations as opposed to any consideration of theme or setting. Good or bad, the elements of play that emulate the tabletop experience are held forth with pride, while aspects that do not live up to the game's lofty aspirations are clumsily hidden or ignored altogether. It is true that this release uses the 3rd Edition Dungeons & Dragons rules, but it uses them poorly. The result is a game that focuses almost entirely on combat with no truly compelling elements of history, story, or character development. Pool of Radiance: Ruins of Myth Drannor is most disappointing not for what it is, but for what it could have and should have been.
Graphics: Character animations are quite good and some of the aboveground backdrops show a lot of artistic attention, but the style has been better done by earlier games and the graphics here demonstrate nothing worthy of the required 3D acceleration.
Sound: Sound effects are directional and believable. Some background noises are subtle and moody. In the initial unpatched version of the game, music and sound effects seem to contribute to occasional slow-down or other technical difficulties on some systems.
Enjoyment: Very little is done to encourage the gamer to actually role-play his or her characters. The game is best enjoyed through some abstract appreciation of the traditional combat system. Numerous battles lack variety and urgency.
Replay Value: Though multiplayer games can be randomly generated, there is not enough diversity to inspire continued play. The game is monotonous enough the first time through.
Pool Of Radiance Characters
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