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We're casting True Resurrection on Eye of the Beholder and twelve more D&D GoldBox classics.

You are sitting in a tavern. The mighty Wizards of the Coast bestow upon you their greatest treasures: Forgotten Realms: The Archives - long lost relics of an RPG renaissance that changed the face of gaming forever. Today, one of the forgotten grails of gaming history is within your grasp, should you travel to a magical, DRM-free realm known as GOG.com

Eye of the Beholder, Pool of Radiance, Menzoberranzan - the list of groundbreaking RPG classics goes on. We set out on the quest for Forgotten Realms: The Archives a long time ago, and though it was a perilous journey - after years of searching, huge help from our friends at Hasbro and Wizards of The Coast, as well as months of technical work - we get to be freaking excited to sit here and say:
Forgotten Realms: The Archives are available now, DRM-free on GOG.com





The Archives are a set of thirteen D&D GoldBox classics packaged across three collections:
--<span class="bold">Forgotten Realms: The Archives - Collection One</span> features Eye of the Beholder I, II, and III. It's the three and only, the gold-standard in classic RPG dungeon crawling.

--<span class="bold">Forgotten Realms: The Archives - Collection Two</span> features more gameplay hours and secrets than we could ever count - with Pool of Radiance, Hillsfar, Curse of the Azure Bonds, Gateway to the Savage Frontier, Pools of Darkness, Secret of the Silver Blades, Treasures of the Savage Frontier, and D&D: Unlimited Adventures.

--<span class="bold">Forgotten Realms: The Archives - Collection Three</span> features near-infinite replay value and and an important chunk of RPG history with Dungeon Hack and Menzoberranzan.





We are now home to precisely 20 years of digital D&D RPG history - from Pool of Radiance (1988) to Neverwinter Nights 2: Storm of Zehir (2008). You can also complete your personal collection with all the remaining D&D titles on sale at up to 80% off in our early D&D Weekend Promo! Planescape Torment, Baldur's Gate, Neverwinter Nights - they're all here, so head straight to the promo page, or read more about it.






Stream watch:

We'll be featuring lots of D&D classics at Twitch.tv/GOGcom - follow us to not miss 'em or read on for the full Dungeon-and-Dragon-filled schedule below!

THURSDAY, August 20th:
2pm GMT / 4pm CEST / 10am EDT / 7am PDT: Pool of Radiance with Classicor
4pm GMT / 6pm CEST / 12pm EDT / 9am PDT: Eye of the Beholder II with MegapiemanPHD
6pm GMT / 8pm CEST / 2pm EDT / 11am PDT: Eye of the Beholder with Outstar
10pm GMT / 12am CEST / 6pm EDT / 3pm PDT: Menzoberranzan with Classicor

FRIDAY, August 21st:
6pm GMT / 8pm CEST / 2pm EDT / 11am PDT: Curse of the Azure Bonds with Piranjade

SUNDAY, August 23rd:
10pm GMT / 12am CEST / 6pm EDT / 3pm PDT: Dungeon Hack with Classicor
Hmmm, FANTASTIC for GOG to bring these to the site. Well done!!

Me, I'm dithering about buying, since I already have almost all of these games on the Amiga. If I were to buy, it would only be for EotB 3, Menzoberranzan and Unlimited Adventures. That means all three sets for just three games ...

Ahh well. That's what the Wishlist is for, eh? The Pit of Procrastination.
Post edited August 24, 2015 by Branais
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Branais: Hmmm, FANTASTIC for GOG to bring these to the site. Well done!!

Me, I'm dithering about buying, since I already have almost all of these games on the Amiga. If I were to buy, it would only be for EotB 3, Menzoberranzan and Unlimited Adventures. That means all three sets for just three games ...

Ahh well. That's what the Wishlist is for, eh? The Pit of Procrastination.
I can understand that you'd hesitate to buy Collection One and Three for EotB3 and Menzoberranzan, but IMO Unlimited Adventures is worth the asking price of Collection Two on its own, as it gives you access to hundreds of good and freely available community modules (some of them just as epic in length and quality as every official Goldbox game). And I bet you don't have those yet on your Amiga. ;)
Post edited August 24, 2015 by Leroux
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gamesfreak64: look at those 'innocent' faces :D

see attachment
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PetrusOctavianus: Such fine Young Republicans
yup, but they didn't make it, i 'fired' them both
Thieve, my loyal thief character unfortunately 'expired' during the battle, but i got him back
i rememberd the place to resurrect up to 3 people, logical cause you need 1 person to be alive to revive them, cant expect the dead party to walk by themselves ofcourse.

"Death shall be undone by me, but I shall only grant thee Three"
or was it will ? anyways i got the little thieve back in action.
How the heck do I kill a ratman in Dungeon Hack??? I see them starting in floor 3 and I CAN'T KILL ONE. EVERY ATTACK misses! Am I really being unlucky?
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Leroux: as it gives you access to hundreds of good and freely available community modules (some of them just as epic in length and quality as every official Goldbox game).
One thing I've never seen satisfactorily done in Gold Box games is bringing the gap between the crunch component and the plot. The most obvious example is quest items which don't go into the inventory. You can't loot enemy armor and disguise yourself. The night and day cycle is practically never considered. The highly iconic quest of upgrading magic weapons has been never implemented. Unscripted out-of-combat spellcasting never resulted in anything satisfactory. Plot threads, not just flavor text, which have different ways to resolve them depending on races and classes don't exist.

Can you please recommend an adventure which implements stuff like this and would send a veteran gold box player used to PROMPTS, PROMPTS EVERYWHERE crying for a walkthrough?
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freelancewolf: How the heck do I kill a ratman in Dungeon Hack??? I see them starting in floor 3 and I CAN'T KILL ONE. EVERY ATTACK misses! Am I really being unlucky?
It's immune to normal weapons. You need a magic weapon. If you have access to Detect Magic, use it and look for blue weapons (be careful though, cursed items are also blue under Detect Magic - only True Seeing highlights them red), or just try every weapon you have and see if it hits. I think the game is set up to generate at least one magical weapon by the time immune monsters show up. Or try spells and items, but chances are further levels will feature immune monsters as regular enemies.
Post edited August 24, 2015 by Starmaker
Wow that sucks. I use classes that don't use magic (and if they do, I dunno how to get them), and I only have 2 different swords (haven't seen anything else at all) and none of them work. If the game is supposed to spawn a magic weapon, then I've never seen one. I'm pretty much screwed then? I can't get past them to continue. The one on floor 3 was fine as it wasn't in the path of the stairs, but two appear at the beginning on floor 4.

At least now I know why I couldn't kill a wererat/ratman/whatever though. Thanks.
Post edited August 24, 2015 by freelancewolf
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freelancewolf: Wow that sucks. I use classes that don't use magic (and if they do, I dunno how to get them), and I only have 2 different swords (haven't seen anything else at all) and none of them work. If the game is supposed to spawn a magic weapon, then I've never seen one. I'm pretty much screwed then? I can't get past them to continue. The one on floor 3 was fine as it wasn't in the path of the stairs, but two appear at the beginning on floor 4.

At least now I know why I couldn't kill a wererat/ratman/whatever though. Thanks.
Did you explore the upper levels fully? The levels are rectangular and fill the whole parchment, and the walls are no thicker than 1 square.
Is this works with the Forgotten Realms games ?

http://pcgen.sourceforge.net/01_overview.php

Too bad it's using the 1.6 version of Java .
Post edited August 24, 2015 by ne_zavarj
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Starmaker: One thing I've never seen satisfactorily done in Gold Box games is bringing the gap between the crunch component and the plot. The most obvious example is quest items which don't go into the inventory. You can't loot enemy armor and disguise yourself. The night and day cycle is practically never considered. The highly iconic quest of upgrading magic weapons has been never implemented. Unscripted out-of-combat spellcasting never resulted in anything satisfactory. Plot threads, not just flavor text, which have different ways to resolve them depending on races and classes don't exist.

Can you please recommend an adventure which implements stuff like this and would send a veteran gold box player used to PROMPTS, PROMPTS EVERYWHERE crying for a walkthrough?
Sadly, I think the idea with the enemy armor can't be done in UA, as there are no actual checks for the equipment you wear. Maybe you could hack a suit of armor so that it would allow you to to cast a spell on your character, but I can't imagine how to use this in a way that would let UA recognize that you're disguised outside of combat. I don't remember whether there are ways to trigger events by use of magic either. Possibly not. UA really isn't as versatile as NWN in that regard, it's powerful for its time, but still rather simple.

The engine certainly allows for night and day cycles to be taken into account though, upgrading magic weapons should be possible to implement, too, with a little imagination, as well as different ways to resolve things and different reactions depending on race and classes. The problem is that branching paths are very labor intensive and they eat up lots of text and dungeon space, which is limited in UA; I tried to do things like that but always lost myself in it at some point, putting too much work and energy in minor things that 95% of players would never notice, and in consequence gave up on those designs. I did release one which can be beat in 3-4 different ways with different difficulty, dependent on some choices that you make, but it's short, fragmentary, really silly, pointless, cheesy and badly written. I'm afraid a veteran gold box player with high expectations would scorn me for even suggesting it. :D

I don't know whether there's anything that can meet your high standards, but when it comes to original and creative use of the editor, personally I would suggest giving <span class="bold">The Sect</span> by Ben Jockisch and <span class="bold">Deepdelvers Demo</span> by Kaz-Keith a try. The first is an epic length Goldbox campaign in a custom setting, with a good dose of silly humor, the second an epic length 'demo' of dungeon crawling and exploration, pen and paper style. IMO both are full of creative ideas and make exploration fun, instead of just throwing random hordes of monsters at you for no reason. Kaz-Keith's <span class="bold">Legacy of the Dragon</span> is also great, if short; in that one you play as a young dragon hatchling. Darius Whiteheart's <span class="bold">Curse of the Fire Dragon</span> is a bit more classic, but I vaguely recall something about different choices or creation of some such magical items, although I'm not sure if it fits your requirements. But from what I recall it's pretty nice, a mid-length adventure. Cut me some slack because it's been years, in some cases maybe even a decade since I last played them, but I remember them fondly.
Post edited August 24, 2015 by Leroux
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freelancewolf: Wow that sucks. I use classes that don't use magic (and if they do, I dunno how to get them), and I only have 2 different swords (haven't seen anything else at all) and none of them work. If the game is supposed to spawn a magic weapon, then I've never seen one. I'm pretty much screwed then? I can't get past them to continue. The one on floor 3 was fine as it wasn't in the path of the stairs, but two appear at the beginning on floor 4.

At least now I know why I couldn't kill a wererat/ratman/whatever though. Thanks.
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Starmaker: Did you explore the upper levels fully? The levels are rectangular and fill the whole parchment, and the walls are no thicker than 1 square.
Thanks for helping me out. I found a generic looking polearm which apparently was magical cause I managed to kill a ratman. :3
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ne_zavarj: http://pcgen.sourceforge.net/01_overview.php

Too bad it's using the 1.6 version of Java .
From the "Technical Requirements" section of the page you linked (boldface added by me):
PCGen 5.14.x, 5.16.x needs to run under Sun/Oracle's JRE (Java) 1.5.x or 1.6.x (1.7.x or above is not supported).
PCGen 5.17.x+ needs to run under Sun/Oracle's JRE (Java) 1.6.x or above.
Note that the most recent stable release is v6.04.[0]1. I haven't tried the software yet (the download is painfully slow due to a patchy WiFi connection at the moment), but I would assume the "5.17.x+" part would include every version after that, including 6.x.
Yes! I've been wanting to play the classic Gold Box RPGs for a while now! Thanks a million, GOG!
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willyum: Well done GOG! Kudos to you for bringing us The Archives!! Here's hoping we'll see more D&D classics, including, but not limited to:

•Dark Sun: Shattered Lands
•Dark Sun: Wake of the Ravager
•Ravenloft: Strahd's Possession
•Ravenloft: Curse of the Prophet
•Al-Qadim: The Genie's Curse
•DragonStrike
•Heroes of the Lance
•SpellJammer: Pirates of Realmspace
Don't forget the two sequels to Heroes of the Lance. And the strategy game War of the Lance. Those, DragonStrike and the Krynn trilogy are all Dragonlance - enough for a set of at least two Dragonlance Archives.
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willyum: Well done GOG! Kudos to you for bringing us The Archives!! Here's hoping we'll see more D&D classics, including, but not limited to:

•Dark Sun: Shattered Lands
•Dark Sun: Wake of the Ravager
•Ravenloft: Strahd's Possession
•Ravenloft: Curse of the Prophet
•Al-Qadim: The Genie's Curse
•DragonStrike
•Heroes of the Lance
•SpellJammer: Pirates of Realmspace
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BiggerJ: Don't forget the two sequels to Heroes of the Lance. And the strategy game War of the Lance. Those, DragonStrike and the Krynn trilogy are all Dragonlance - enough for a set of at least two Dragonlance Archives.
I'd like to add the two Buck Rogers games as well. The Amiga version was awesome. Sadly Matrix Cubed was only available on the PC.
I'm glad (and a bit surprised) to see these games being bundled together instead of being sold individually.