Descent to Undermountain (also known simply as Undermountain) is a role-playing game created and distributed by Interplay in 1997. It was developed by Chris Avellone, Scott Bennie, John Deiley, Robert Holloway, Steve Perrin.

"The stone belly of Undermountain below Waterdeep plays home to horrific monsters, dark magics, and unspeakable evils in DESCENT TO UNDERMOUNTAIN.

In this spell-ridden maze of dungeons and rips in the very fabric of reality lies the ultimate prize: The Sword of the Spider Queen, the Goddess Lolth. Stolen from her long ago, in a time when gods wrestled with the primal energies of creation, those who dared possess it were destroyed.

Based on an enhanced, SVGA version of the 3D engine from the immensely successful Descent game, all the horrors of the Abyss come to life with superior graphics that pay frightening homage to stunning detail. 360 direction movement makes no apologies for shameless attacks from behind. True to the AD&D system, you can develop your character from 6 different races, and create single as well as multi-class characters. Gain experience and discover magic items you'll need just to survive. In the end you'll trust no one but yourself. May the gods be with you."


The game partially derives its title from the use of the Descent 3D graphical engine. Undermountain allowed the player to interact with NPCs, monsters, and the general environment from a first-person perspective. The quest took place within the environs of the infamous super-dungeon of the Undermountain. Real-time combat would mix with puzzles to provide a variety of challenges throughout the vast dungeon.

The game was not the first to bring PC role-playing into a 3D environment, having been preceded by several titles such as Bethesda Softworks' Elder Scrolls Arena and Elder Scrolls Daggerfall along with Origin's Ultima Underworld series. It was, however, noted for being the first RPG to use a dedicated 3D engine such as that behind Descent to create a 3D world based on the Advanced Dungeons & Dragons license.

As the back of the box stated, the game included six different races that could take on single or multi-class professions with a variety of unique abilities such as thieves being able to climb walls. Over fifty different 3D monsters were in the game along with 160 magical items and forty different spells.


Players and critics alike have noted the unfinished feel of the game upon release. Cooperative multiplayer support, previously promised as a part of the title, was cut late in development because of severe technical issues to focus on the single player campaign.[1] The decision to use the Descent 1 engine was also cited as a design issue, as it required heavy rewrites to the code in order to support an RPG setting such as Undermountain.[2] Bugs, embarrassingly weak AI, the unappealing and shoddy nature of the graphics, and several other issues have attributed to a general consensus of the game as an example of a title that was pushed to release before it was ready.[3]



Aleena PaladinstarDurnanJaffuKhelben ArunsunMirtNalbasSabrae TellendonSangalorTolem GrandelwoodZariel
Referenced only


Playable Races
baneguardbeholderdragongargoyleghastghoulgiant batgiant beetlegiant spidergoblinguardian skeletonkoboldlichmephit (fire, ice, lightning) • mind flayermummyogreorcrat (giant) • shadow fiendspectatortrollzombie


amulet of protectionamulet of shield
Armor Types
chainmailleather armorplate mail
Magic Miscellany
gem of curing
Magic Weapons
Flame Tonguemace of disruptionshort sword of quicknessdagger of impalingrod of lightning
potion of healingpotion of toughening
ring of feather fallingring of flyingring of healthring of jumpingring of magic detectionring of protectionring of strengthring of wizardry
Weapon Types
bastard swordbroadswordclubcrossbowdaggerdarthandaxelongbowlongswordmacescimitarshieldshortbowshort swordthrowing axethrowing daggerthrowing hammerwarhammer


Buildings & Sites
Blackstaff Tower
Inns & Taverns
Yawning Portal Inn
Sword Coast North
Referenced only
Baldur's GateMurghôm


1st Level
armorburning handschill touchcolor spraydetect magicfeather falljumplightmagic missileprotection from evilshieldsleepspider climb
2nd Level
continual lightinvisibilityknocklevitateMelf's acid arrowscarestrength
3rd Level
dispel magicfireballflame arrowflyhastehold personhold undeadinfravisionlightning boltMelf's minute meteorsslow
4th Level
confusion • 'fearimproved invisibilityRary's mnemonic enhancerstoneskin
1st Level
blesscure light woundsdetect magiclightmagical stoneprotection from evil
2nd Level
aidhold personresist coldresist fire
3rd Level
continual lightdispel magicflame walkmagical vestmentprayerprotection from fire
4th Level
abjurecure serious woundsfree action


Referenced only
City Watch (Waterdeep)Lords of WaterdeepThieves Guild of Waterdeep


Referenced only



Further ReadingEdit


  • Vp Of Development: Trish Wright
  • Division Director: Feargus Urquhart
  • Producers: Reginald J. Arnedo
  • Line Producers: Michael Motoda, Christopher M. Benson, Jason G. Suinn
  • Art Director: Robert Nesler
  • Lead Artist: Kevin Beardslee
  • 2D Artists: Tramell Ray Isaac, Aaron Brown, Stephen Beam, John Mueller, Justin Sweet, Vance Kovacs, Spencer Kipe
  • 3D Animators: Tramell Ray Isaac, Kevin Beardslee, Aaron Brown, Eddie Rainwater, Eduardo Trillo, E. B. Sarver
  • Lead Programmer: Andrew Pal
  • Programmers: Jim Gardner, Robert Holloway, Chris Faranetta
  • Lead Technical Designer: Robert Hanz
  • Lead Creative Designer: Chris Avellone
  • Designers: Scott Bennie, Steve Perrin, John Deiley, Robert Holloway
  • Level Design: John Deiley, Chris Avellone, Robert Hanz, Steve Perrin, Scott Bennie, Aaron Brown, Kenneth Lee, Reginald J. Arnedo, Mineh Ishida, Larry Lesser, Michael Motoda
  • Design Contributions: Aaron Brown, Matthew J. Norton, Jason G. Suinn, Jim Gardner
  • Assistant Designer: Michael Motoda
  • Audio Director: Charles Deenen
  • Vo and SFX Mastering: Craig Duman
  • Voice Recording Supervisor: Chris Borders
  • Dialogue Editor: Sergio A. Bustamante II, Douglas Rappaport
  • Vo Director: Michael McConnohie
  • Vo Talent: Jim Cummings, Frank Welker, Jennifer Hale, Kath E. Soucie
  • Vo Recording Engineer: Paul Hurtubise
  • Music: Richard Band
  • Ambient Music: Rick Jackson, Ronald Valdez
  • Music Mastering (at Futuredisk): Tom Baker
  • Music Supervision: Brian Luzietti
  • TSR Logo Sound: Charles Deenen
  • Game Sound Design: Ann Scibelli, David Farmer, Larry Peacock, Gregory R. Allen, Charles Deenen, Elisabeth Flaum, Ricardo Broadus, Jeffrey R. Whitcher
  • Sfx Assistance/Librarian: Craig Duman
  • Cinematics Sound Design: Larry Peacock, Charles Deenen, Gregory R. Allen
  • Re-Recording Mixer: Charles Deenen
  • Audio Administrative Assistant: Brandy Young, Gloria Soto
  • Traffic Managers: Bill Hamelin, Thom Dohner
  • Graphic Designers: Larry Fukuoka, Tracie D. Martin
  • Manual Design And Layout: Craig Owens
  • Descent Engine: Parallax
  • Installer: Parallax
  • Video Processing: Stephen Miller, Bill Stoudt, Dan L. Williams
  • Communications Manager: Genevieve Waldman, Courtney Thompson
  • Marketing Manager: Craig Owens, Mike Markin
  • Director of Quality Assurance: Chad Allison
  • QA Manager: Colin Totman
  • Lead Testers: Jeremy Ray, Douglas W. Avery, Darrell Jones
  • Testers: Lawrence Smith, Louie Iturzaeta, Tim Vince, Dan Forsyth, Dennis Whitlow, Austin Coulson, Kaycee Vardeman, Erick Lujan, Greg Baumeister, Tony Martin, Charles Crail, Evan Chantland, James Dunn, Bill Field, Timothy Anderson
  • QA IS Manager: Frank Pimentel
  • QA IS Technicians: Bill Delk, Christian D. Peak
  • Director of Compatibility: Phuong Nguyen
  • Compatibility Technicians: Dan Forsyth, Derek Gibbs, Aaron Olaiz, Marc Duran, Jonathan Darke
  • Customer Service Manager: Hilleri Abel
  • Customer Service: Kori Rosencranz, Erin Smith, Cheryl Raymond, Becky Bryan, Yasmin Vazquez
  • Technical Support: Hilleri Abel, Matthew Byrne, Mark Linn, Rafael López, Richard Sanford, Paul Dew, Alton Tuttle, Rusty Treadway, Brian Quilter, Brennan Easlick, Tom Gardner, Gunnar Christensen, Jennifer Purcaro
  • TSR Development:, Jim Butler, Julia Martin, Steven Schend, David Wise, Mendy Lowe
  • Special Voice Work: Max the Dog
  • Cover artwork: Clyde Caldwell

External linksEdit

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