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Curse of The Azure Bonds - Manual

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0% found this document useful (0 votes)
56 views36 pages

Curse of The Azure Bonds - Manual

Uploaded by

fm5vqbnwxh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OFFICIAL

COMPUTER PRODUCT

Curse of the Azure Bonds

A FORGOTTEN REALMS™
@1989 TSR, Inc.
Fantasy Role-Playing Epic, Vol. II
©1989 Strategic
Simulations, Inc.
All rights reserved

STRATEGIC SIMULATIONS, INC.®


TABLE 0F CONTENTS
INTRODUCTION ................................................................................................................ 1
What Comes With This Game . ................................................................................... 1
Getting Started Quickly ............................................................................................. 1
Transferring Characters from Pool of Radiance & Hillsfar ......................................... 2
The Layout of the Rules . ........................................................................................... 2
Points of View ........................................................................................................... 3
CHARACTERS AND THE PARTY .......................................................................................... 3
The Six Player Races in Curse of the Azure Bonds ...................................................... 3
Ability Scores ............................................................................................................ 4
Character Classes ..................................................................................................... 5
Alignment ................................................................................................................. 7
Creating a Party of Characters . .................................................................................. 7
Non-Player Characters (NPCs) . ................................................................................... 8
Viewing the Character Screen .................................................................................... 8
ADVENTURE MENU ......................................................................................................... 10
CAMP ............................................................................................................................. 11
CIVILIZATION ................................................................................................................. 12
ENCOUNTERS . ............................................................................................................... 13
COMBAT ........................................................................................................................ 14
Fighting .................................................................................................................. 14
After Combat .......................................................................................................... 16
MAGIC ........................................................................................................................... 17
THE SPELLS ................................................................................................................... 18
First Level Clerical Spells . ....................................................................................... 18
Second Level Clerical Spells .................................................................................... 19
Third Level Clerical Spells ....................................................................................... 19
Fourth Level Clerical Spells ..................................................................................... 19
Fifth Level Clerical Spells ........................................................................................ 19
First Level Druid Spells . .......................................................................................... 20
First Level Magic-User Spells .................................................................................... 20
Second Level Magic-User Spells ............................................................................... 20
Third Level Magic-User Spells . ................................................................................. 21
Fourth Level Magic-User Spells . ............................................................................... 21
Fifth Level Magic-User Spells . .................................................................................. 22
APPENDICES .................................................................................................................. 23
Range of Ability Scores by Race ............................................................................... 23
Maximum Level Limits by Race, Class, and Prime Requisite ...................................... 23
Armor and Weapons Permitted by Character Class ................................................... 23
Spell Parameters List ............................................................................................... 24
Weapon List ............................................................................................................ 25
Armor List . ............................................................................................................. 26
Table of Experience Per Level . ................................................................................ 26
Glossary of AD&D Game Terms and Computer Terms .............................................. 28
TABLE 0F CONTENTS
INTRODUCTION ................................................................................................................ 1
What Comes With This Game . ................................................................................... 1
Getting Started Quickly ............................................................................................. 1
Transferring Characters from Pool of Radiance & Hillsfar ......................................... 2
The Layout of the Rules . ........................................................................................... 2
Points of View ........................................................................................................... 3
CHARACTERS AND THE PARTY .......................................................................................... 3
The Six Player Races in Curse of the Azure Bonds ...................................................... 3
Ability Scores ............................................................................................................ 4
Character Classes ..................................................................................................... 5
Alignment ................................................................................................................. 7
Creating a Party of Characters . .................................................................................. 7
Non-Player Characters (NPCs) . ................................................................................... 8
Viewing the Character Screen .................................................................................... 8
ADVENTURE MENU ......................................................................................................... 10
CAMP ............................................................................................................................. 11
CIVILIZATION ................................................................................................................. 12
ENCOUNTERS . ............................................................................................................... 13
COMBAT ........................................................................................................................ 14
Fighting .................................................................................................................. 14
After Combat .......................................................................................................... 16
MAGIC ........................................................................................................................... 17
THE SPELLS ................................................................................................................... 18
First Level Clerical Spells . ....................................................................................... 18
Second Level Clerical Spells .................................................................................... 19
Third Level Clerical Spells ....................................................................................... 19
Fourth Level Clerical Spells ..................................................................................... 19
Fifth Level Clerical Spells ........................................................................................ 19
First Level Druid Spells . .......................................................................................... 20
First Level Magic-User Spells .................................................................................... 20
Second Level Magic-User Spells ............................................................................... 20
Third Level Magic-User Spells . ................................................................................. 21
Fourth Level Magic-User Spells . ............................................................................... 21
Fifth Level Magic-User Spells . .................................................................................. 22
APPENDICES .................................................................................................................. 23
Range of Ability Scores by Race ............................................................................... 23
Maximum Level Limits by Race, Class, and Prime Requisite ...................................... 23
Armor and Weapons Permitted by Character Class ................................................... 23
Spell Parameters List ............................................................................................... 24
Weapon List ............................................................................................................ 25
Armor List . ............................................................................................................. 26
Table of Experience Per Level . ................................................................................ 26
Glossary of AD&D Game Terms and Computer Terms .............................................. 28
INTRODUCTION wheel can also be used to translate Elvish
and Dwarvish runes into English letters.
Welcome to the official Advanced Dungeons
& Dragons® computer product, Curse of the The translation wheel has four parts:
Azure Bonds, a forgotten realms™ fantasy Espruar (Elvish) runes are printed around
role-playing epic. This adventure game is the outside rim of the translation wheel.
based on the rules and background created
by TSR, Inc. and a storyline created especial- Dethek (Dwarvish) runes are printed on the
ly for this game. rim of the inside, moveable part of the wheel.
The Curse of the Azure Bonds adventure Three paths spiral out from the center of
begins in the frontier city of Tilverton on the wheel. The paths are identified
the border between the great kingdom graphically as:
of Cormyr and the scattered settlements ....
of the Dalelands. The characters begin as _ .. _ .. _
experienced adventurers who have been ____
ambushed, captured, and cursed with five
magical bonds. Six holes, numbered 1 to 6, are under each
Each bond is an azure-blue symbol imprint- path. Code letters are read through the holes
ed just under the skin of each character’s under the paths.
swordarm. These bonds have dangerous Use the translation wheel when the program
magical powers that can take control of the The Ruined City of Yulash
displays an Espruar rune, a Dethek rune,
character’s actions. The character’s quest a number, and a path symbol. Match the
in Curse of the Azure Bonds is to search the runes at the outside of the translation wheel. Pool of Radiance or Hillsfar who have of the Azure Bonds, and then adventured
Realms for the source of the bonds and rid Enter the code letter showing in the hole enough experience to go up a level. Talk to in Hillsfar, requires saved game files from
themselves of the bonds’ terrible curse. next to the number under the path symbol. the high priest of the temple, the sage, and both the original game and from Hillsfar.
WHAT COMES WITH THIS GAME the bartender to get information. Then move Refer to the quick start card for additional
The translation wheel can also be used through the town and check for clues to the information.
In addition to the game disks, these items to translate a Dethek or Espruar rune to source of the party’s curse.
come with the game. an English letter. Match the rune with the THE LAYOUT OF THE RULES
tab that says ‘Translate From Dethek’ or TRANSFERRING CHARACTERS FROM Each section of the rules describes how to
This is the rule book. Refer to this book ‘Translate From Espruar’ on one of the outer POOL OF RADIANCE AND HILLSFAR manipulate the game using the menus on
to answer questions regarding game play. rings of the wheel. Read the English letter Curse of the Azure Bonds will accept char- the screen. Choose commands from the
The adventurers journal contains back- on the inside ring under the ..... path where acters that were created in Pool of Radianc menus according to the instructions on the
ground information and an introduction to it says ‘To English.’ and in Hillsfar. The game will also accept quick start card.
the forgotten realms game world. The journal characters that were created in Pool of Radi-
also includes maps, rumors, and stories that GETTING STARTED QUICKLY The concept of the “active character” is cen-
anceor in Curse of the Azure Bonds
may be true or false. Confirm the true rumors Use the instructions on the quick start card and who adventured in Hillsfar. tral to the game. The active character is high-
and expose the false ones during the game. and the saved game provided to begin lighted on the display. Commands that affect
playing Curse of the Azure Bonds. Use these Remove characters from Pool of Radiance a single character affect only the active
The quick start card explains how to start rules to answer any questions during play. or Curse of the Azure Bonds adventuring character. Commands that affect the whole
the game, make menu choices, and indicate parties before transferring them between party do not require an active character.
items using the computer. It also shows how The party has two main objectives at the be- games. Use the add character to party
to get right into the game without having to ginning of the game: to equip itself for action command on the Party Creation Menu In combat the active character is chosen
read through the rules. and to find out about the azure bonds. Read to transfer the character. automatically according to the character’s
the first journal entry in the adventurers initiative. At other menus, the active charac-
The translation wheel provides code letters journal. Go to the shop to buy equipment. To transfer a character that was originally ter may be changed before choosing any
used throughout the game. The translation Go to the hall and train any characters from generated in Pool of Radiance or in Curse commands.

1 2
INTRODUCTION wheel can also be used to translate Elvish
and Dwarvish runes into English letters.
Welcome to the official Advanced Dungeons
& Dragons® computer product, Curse of the The translation wheel has four parts:
Azure Bonds, a forgotten realms™ fantasy Espruar (Elvish) runes are printed around
role-playing epic. This adventure game is the outside rim of the translation wheel.
based on the rules and background created
by TSR, Inc. and a storyline created especial- Dethek (Dwarvish) runes are printed on the
ly for this game. rim of the inside, moveable part of the wheel.
The Curse of the Azure Bonds adventure Three paths spiral out from the center of
begins in the frontier city of Tilverton on the wheel. The paths are identified
the border between the great kingdom graphically as:
of Cormyr and the scattered settlements ....
of the Dalelands. The characters begin as _ .. _ .. _
experienced adventurers who have been ____
ambushed, captured, and cursed with five
magical bonds. Six holes, numbered 1 to 6, are under each
Each bond is an azure-blue symbol imprint- path. Code letters are read through the holes
ed just under the skin of each character’s under the paths.
swordarm. These bonds have dangerous Use the translation wheel when the program
magical powers that can take control of the The Ruined City of Yulash
displays an Espruar rune, a Dethek rune,
character’s actions. The character’s quest a number, and a path symbol. Match the
in Curse of the Azure Bonds is to search the runes at the outside of the translation wheel. Pool of Radiance or Hillsfar who have of the Azure Bonds, and then adventured
Realms for the source of the bonds and rid Enter the code letter showing in the hole enough experience to go up a level. Talk to in Hillsfar, requires saved game files from
themselves of the bonds’ terrible curse. next to the number under the path symbol. the high priest of the temple, the sage, and both the original game and from Hillsfar.
WHAT COMES WITH THIS GAME the bartender to get information. Then move Refer to the quick start card for additional
The translation wheel can also be used through the town and check for clues to the information.
In addition to the game disks, these items to translate a Dethek or Espruar rune to source of the party’s curse.
come with the game. an English letter. Match the rune with the THE LAYOUT OF THE RULES
tab that says ‘Translate From Dethek’ or TRANSFERRING CHARACTERS FROM Each section of the rules describes how to
This is the rule book. Refer to this book ‘Translate From Espruar’ on one of the outer POOL OF RADIANCE AND HILLSFAR manipulate the game using the menus on
to answer questions regarding game play. rings of the wheel. Read the English letter Curse of the Azure Bonds will accept char- the screen. Choose commands from the
The adventurers journal contains back- on the inside ring under the ..... path where acters that were created in Pool of Radianc menus according to the instructions on the
ground information and an introduction to it says ‘To English.’ and in Hillsfar. The game will also accept quick start card.
the forgotten realms game world. The journal characters that were created in Pool of Radi-
also includes maps, rumors, and stories that GETTING STARTED QUICKLY The concept of the “active character” is cen-
anceor in Curse of the Azure Bonds
may be true or false. Confirm the true rumors Use the instructions on the quick start card and who adventured in Hillsfar. tral to the game. The active character is high-
and expose the false ones during the game. and the saved game provided to begin lighted on the display. Commands that affect
playing Curse of the Azure Bonds. Use these Remove characters from Pool of Radiance a single character affect only the active
The quick start card explains how to start rules to answer any questions during play. or Curse of the Azure Bonds adventuring character. Commands that affect the whole
the game, make menu choices, and indicate parties before transferring them between party do not require an active character.
items using the computer. It also shows how The party has two main objectives at the be- games. Use the add character to party
to get right into the game without having to ginning of the game: to equip itself for action command on the Party Creation Menu In combat the active character is chosen
read through the rules. and to find out about the azure bonds. Read to transfer the character. automatically according to the character’s
the first journal entry in the adventurers initiative. At other menus, the active charac-
The translation wheel provides code letters journal. Go to the shop to buy equipment. To transfer a character that was originally ter may be changed before choosing any
used throughout the game. The translation Go to the hall and train any characters from generated in Pool of Radiance or in Curse commands.

1 2
All commands are menu based. If a com- is facing. Many 3-D areas are 16 squares by characters can combine character classes. resistant to magic and poison and can see
mand affects the whole party, choose the 16 squares in size. Non-human characters may also have ad- in the dark using infravision. They can be
command as listed in the quick start card. ditional special abilities. Human characters fighters, thieves, and fighter/thieves.
If the command affects one character, Area provides an overhead view of the can be dual-class characters.
make that character active and then party’s surroundings. Choose the area com- Humans are the most common player-race
choose the command. mand from the Adventure Menu to view the Dwarves are a cunning race of sturdy in the Forgotten Realms. They can be fight-
surroundings. The view shows the position workers and craftsmen. They are especially ers, magic-users, clerics, thieves, rangers,
Example: To look at a character’s items, of major obstructions such as walls, trees resistant to magic and poison and can see paladins, and dual-class characters.
indicate the character, choose the view and water. A cursor shows the party’s po- in the dark using infravision. During combat,
command, and then choose the items sition. The area view can only be accessed Dwarves receive bonuses when attacking ABILITY SCORES
command. The computer displays a list while in 3-D. man-sized giant-class creatures and are Every character has six randomly generated
of the character’s items and their readied adept at dodging the attacks of larger giant- ability scores. Ability scores range from
status for combat. Overland displays a map of the area of the class creatures. Dwarves can be fighters, 3 (low) to 18 (high). Each character class has
forgotten realms where Curse of the Azure
thieves, and fighter/thieves. a prime requisite ability score. A prime requi-
Menus are displayed either vertically or Bonds takes place. A cursor shows the party’s
site of 15 or more increases the experience
horizontally. Use vertical menus to choose current location. The map on the back Elves are a tall, long-lived race. They are
the character receives from adventures.
the active character or to choose a thing to cover shows the same map with the major nearly immune to sleep and charm spells,
act upon, such as an item or spell. If there locations named. To move in the overland, can see in the dark using infravision, and Strength (Str) is the measure of how much
are more choices than will fit on the screen choose a destination and choose how the are adept at finding hidden objects. During a character can carry. A character with a high
at one time, change pages using the next party will travel. combat, Elves receive bonuses when attack- strength does bonus damage in combat.
and prev commands (or the Pg Up and ing with swords and bows. They can not be Fighters, rangers, and paladins with an
Pg Dn keys.) Combat occurs any time the party fights raised from the dead. Elves can be fighters, 18 strength also have a percent value from
monsters. In combat, each character and magic-users, thieves, fighter/magic-users, 1 to 100 (listed as 01-00), denoting excep-
Horizontal menus list commands that the monster is displayed with an individual icon. fighter/thieves, magic-user/thieves, and tional strength.
character can do or that can be done to The battlefield terrain is based on the area fighter/magic-user/thieves.
the character. When space permits, each the party was in before combat begins. See Intelligence (Int) is the measure of how
horizontal menu is preceded by the menu the combat section for details on how com- Gnomes are shorter and slimmer than well a character can learn.
title. This is set off by a colon and is not an bat operates. their cousins the dwarves. They are especial-
option on the menu. In the rules, menus are ly resistant to magic and can see in the dark Wisdom (Wis) is the measure of a charac-
shown with their title and each command. using infravision. During combat, Gnomes ter’s ability to understand the ways of the
As an example, the Camp Menu contains
CHARACTERS AND receive bonuses when attacking man-sized world and to interact with the world. A cleric
commands for save, view, magic, rest, alter,
THE PARTY giant-class creatures and are adept at with a high wisdom can memorize additional
fix, and exit. It is shown as: dodging the attacks of larger giant-class clerical spells.
Characters accomplish quests in the Forgot-
ten Realms. The characters are differentiat- creatures. Gnomes can be fighters, Dexterity (Dex) is the measure of the
Camp Menu: thieves, and fighter/thieves.
ed by their race, ability scores, and class. manual dexterity and agility of the character.
CAMP: SAVE VIEW MAGIC REST ALTER FIX EXIT A party of several characters is needed to
Half-Elves are hybrids with many of the A character with high dexterity is harder to
accomplish the quests in Curse of the Azure hit, receives a bonus attacking with missile
POINTS OF VIEW virtues of both humans and elves. They are
Bonds. A party should have a balanced mix resistant to sleep and charm spells, can see weapons, and receives a bonus to his armor
Curse of the Azure Bonds uses four differ- of characters with different classes and
in the dark using infravision, and are adept class. A thief with high dexterity receives
ent points of view: 3-D, area, overland, races. bonuses with his thieving skills.
at finding hidden objects. Half-elves can
and combat. be fighters, magic-users, clerics, thieves,
THE SIX PLAYER RACES IN Constitution (Con) is the measure of the
3-D appears in town, underground, or in CURSE OF THE AZURE BONDS rangers, cleric/fighters, cleric/rangers, cleric/ overall health of a character. A character
any other built-up area. This view shows The Range of Ability Scores by Race chart magic-users, fighter/magic-users, fighter/ with a high constitution receives additional
the surrounding area in the direction the lists each player race’s limits on ability thieves, magic-user/thieves, cleric/fighter/ hit points for every hit die (see next page).
party is facing. Rotate the party’s facing scores. The Maximum Level Limits by Race, magic-users, or fighter/magic-user/thieves.
using the directional controls. The screen Class, and Prime Requisite chart lists each Halflings are about half the size of a hu-
displays N,S,W,E (North, South, West, and player race’s limits on available character man, hence their name. They are especially
East) to represent the direction the party classes and maximum level. Non-human

3 4
All commands are menu based. If a com- is facing. Many 3-D areas are 16 squares by characters can combine character classes. resistant to magic and poison and can see
mand affects the whole party, choose the 16 squares in size. Non-human characters may also have ad- in the dark using infravision. They can be
command as listed in the quick start card. ditional special abilities. Human characters fighters, thieves, and fighter/thieves.
If the command affects one character, Area provides an overhead view of the can be dual-class characters.
make that character active and then party’s surroundings. Choose the area com- Humans are the most common player-race
choose the command. mand from the Adventure Menu to view the Dwarves are a cunning race of sturdy in the Forgotten Realms. They can be fight-
surroundings. The view shows the position workers and craftsmen. They are especially ers, magic-users, clerics, thieves, rangers,
Example: To look at a character’s items, of major obstructions such as walls, trees resistant to magic and poison and can see paladins, and dual-class characters.
indicate the character, choose the view and water. A cursor shows the party’s po- in the dark using infravision. During combat,
command, and then choose the items sition. The area view can only be accessed Dwarves receive bonuses when attacking ABILITY SCORES
command. The computer displays a list while in 3-D. man-sized giant-class creatures and are Every character has six randomly generated
of the character’s items and their readied adept at dodging the attacks of larger giant- ability scores. Ability scores range from
status for combat. Overland displays a map of the area of the class creatures. Dwarves can be fighters, 3 (low) to 18 (high). Each character class has
forgotten realms where Curse of the Azure
thieves, and fighter/thieves. a prime requisite ability score. A prime requi-
Menus are displayed either vertically or Bonds takes place. A cursor shows the party’s
site of 15 or more increases the experience
horizontally. Use vertical menus to choose current location. The map on the back Elves are a tall, long-lived race. They are
the character receives from adventures.
the active character or to choose a thing to cover shows the same map with the major nearly immune to sleep and charm spells,
act upon, such as an item or spell. If there locations named. To move in the overland, can see in the dark using infravision, and Strength (Str) is the measure of how much
are more choices than will fit on the screen choose a destination and choose how the are adept at finding hidden objects. During a character can carry. A character with a high
at one time, change pages using the next party will travel. combat, Elves receive bonuses when attack- strength does bonus damage in combat.
and prev commands (or the Pg Up and ing with swords and bows. They can not be Fighters, rangers, and paladins with an
Pg Dn keys.) Combat occurs any time the party fights raised from the dead. Elves can be fighters, 18 strength also have a percent value from
monsters. In combat, each character and magic-users, thieves, fighter/magic-users, 1 to 100 (listed as 01-00), denoting excep-
Horizontal menus list commands that the monster is displayed with an individual icon. fighter/thieves, magic-user/thieves, and tional strength.
character can do or that can be done to The battlefield terrain is based on the area fighter/magic-user/thieves.
the character. When space permits, each the party was in before combat begins. See Intelligence (Int) is the measure of how
horizontal menu is preceded by the menu the combat section for details on how com- Gnomes are shorter and slimmer than well a character can learn.
title. This is set off by a colon and is not an bat operates. their cousins the dwarves. They are especial-
option on the menu. In the rules, menus are ly resistant to magic and can see in the dark Wisdom (Wis) is the measure of a charac-
shown with their title and each command. using infravision. During combat, Gnomes ter’s ability to understand the ways of the
As an example, the Camp Menu contains
CHARACTERS AND receive bonuses when attacking man-sized world and to interact with the world. A cleric
commands for save, view, magic, rest, alter,
THE PARTY giant-class creatures and are adept at with a high wisdom can memorize additional
fix, and exit. It is shown as: dodging the attacks of larger giant-class clerical spells.
Characters accomplish quests in the Forgot-
ten Realms. The characters are differentiat- creatures. Gnomes can be fighters, Dexterity (Dex) is the measure of the
Camp Menu: thieves, and fighter/thieves.
ed by their race, ability scores, and class. manual dexterity and agility of the character.
CAMP: SAVE VIEW MAGIC REST ALTER FIX EXIT A party of several characters is needed to
Half-Elves are hybrids with many of the A character with high dexterity is harder to
accomplish the quests in Curse of the Azure hit, receives a bonus attacking with missile
POINTS OF VIEW virtues of both humans and elves. They are
Bonds. A party should have a balanced mix resistant to sleep and charm spells, can see weapons, and receives a bonus to his armor
Curse of the Azure Bonds uses four differ- of characters with different classes and
in the dark using infravision, and are adept class. A thief with high dexterity receives
ent points of view: 3-D, area, overland, races. bonuses with his thieving skills.
at finding hidden objects. Half-elves can
and combat. be fighters, magic-users, clerics, thieves,
THE SIX PLAYER RACES IN Constitution (Con) is the measure of the
3-D appears in town, underground, or in CURSE OF THE AZURE BONDS rangers, cleric/fighters, cleric/rangers, cleric/ overall health of a character. A character
any other built-up area. This view shows The Range of Ability Scores by Race chart magic-users, fighter/magic-users, fighter/ with a high constitution receives additional
the surrounding area in the direction the lists each player race’s limits on ability thieves, magic-user/thieves, cleric/fighter/ hit points for every hit die (see next page).
party is facing. Rotate the party’s facing scores. The Maximum Level Limits by Race, magic-users, or fighter/magic-user/thieves.
using the directional controls. The screen Class, and Prime Requisite chart lists each Halflings are about half the size of a hu-
displays N,S,W,E (North, South, West, and player race’s limits on available character man, hence their name. They are especially
East) to represent the direction the party classes and maximum level. Non-human

3 4
Clerics have spells bestowed on them by Magic-Users have powerful spells, but can
their deity and can fight with armor and use no armor and few weapons. They can
crushing weapons. The prime requisite for only memorize those spells available in their
clerics is wisdom. magic books. The prime requisite for magic-
users is intelligence.
Fighters can fight with any armor or weap-
ons, but they cannot cast magic spells. Thieves can fight with one-handed swords
Fighters can have exceptional strength and and slings and wear leather armor. In
gain additional HP bonuses if they have a combat they do additional damage ‘back
Constitution of 17+. The prime requisite for stabbing’ human-sized opponents. Thieves
fighters is strength. also have special skills for picking pockets,
opening locks, removing traps, moving si-
Rangers can fight with any armor or weap- lently, hiding in shadows, and climbing walls.
ons and can cast a few druid and magic- At 10th level, thieves have a chance to cast
user spells at high levels. Rangers can have magic-user spells off of scrolls. The prime
exceptional strength and gain additional HP requisite for thieves is dexterity.
bonuses if they have a Constitution of 17+.
They do additional damage in combat when Multi-class status constitutes non-human
fighting giant-class creatures. No more than characters who belong to two or more
three Rangers can be in a party at one time. classes at the same time. The character’s
Rangers must be of good alignment and experience points are divided among the
have ability scores of at least 13 in strength classes involved, even after the character
The Great Walled City of Zhentil Keep and intelligence and at least 14 in wisdom can no longer advance in one or more of
and constitution. The prime requisites those classes. The character’s hit points
Charisma (Cha) is the measure of how well keeps track of XP. New characters begin for rangers are strength, intelligence, per level are averaged among the classes
the character interacts with others. Charisma with 25,000 XP and the corresponding and wisdom. involved. The multi-class character gains
is sometimes a factor when the character level. Multi-class characters have their all the benefits of all classes with regard to
Paladins can fight with any armor or weap- weapons and equipment.
has an encounter with NPCs. XP shared among their classes. See the ons and can cast a few clerical spells at
Table of Experience Per Level for each high levels. Paladins can have exceptional Dual-class status constitutes a human
Each character also has two other important class’ XP requirements.
values: Hit Points and Experience Points. strength and gain additional HP bonuses if character who had one class for the first part
they have a Constitution of 17+. They are of his life, and then changed into a new class
Hit Points (HP) represent the amount CHARACTER CLASSES more resistant to spells and poison, can turn for the remainder of his life. Once a char-
of damage a character can take before A character must belong to at least one undead creatures as if they were a cleric acter changes classes, he cannot advance
he begins bleeding to death. To calculate character class. A human character can be- two levels below their current level and are in his old class. While the character’s level
a character’s maximum hit points, the com- gin as one class and later change to another. always surrounded by the equivalent of a in his new class is less than or equal to his
puter rolls the character’s hit dice and adds Non-human characters can have one or more protection from evil spell. A paladin may level in his old class, the character does not
any bonuses for level or constitution. classes at the same time. A non-human heal 2 HP of damage per level once a day. gain hit points and cannot use the abilities
A character gains a HP bonus to each hit die character with multiple classes has more A paladin may cure disease once a week of the old class. Once the character’s level
if his constitution is over 14. When a charac- playing options, but he increases in level at 1st-5th level, twice a week at 6th-10th in his new class is greater than his level in
ter reaches 0 HP, he is Unconscious and may more slowly because his XP is divided level, and three times a week at 11th level. his old class, he gains hit points according
be Dying or Dead, depending on how much among his classes. A paladin will not adventure with any evil to his new class and may use abilities from
damage he has taken. characters. Paladins must be of lawful good both classes. Human dual-class magic-users
Characters receive hit points, spells and
alignment and have ability scores of at least may not cast magic-user spells while they
Experience Points (XP) are a measure abilities based on their class and level. Refer
9 in intelligence and wisdom, at least 12 in have readied armor.
of what the character has learned on his to the Table of Experience Per Level to find
strength, at least 13 in wisdom, and at least
adventures. When the character has enough the number and size of hit dice a character
17 in charisma. The prime requisites for pal-
XP he can increase in level and become receives and the number of spells the char-
adins are strength and wisdom.
more proficient in his class. The computer acter can memorize.

5 6
Clerics have spells bestowed on them by Magic-Users have powerful spells, but can
their deity and can fight with armor and use no armor and few weapons. They can
crushing weapons. The prime requisite for only memorize those spells available in their
clerics is wisdom. magic books. The prime requisite for magic-
users is intelligence.
Fighters can fight with any armor or weap-
ons, but they cannot cast magic spells. Thieves can fight with one-handed swords
Fighters can have exceptional strength and and slings and wear leather armor. In
gain additional HP bonuses if they have a combat they do additional damage ‘back
Constitution of 17+. The prime requisite for stabbing’ human-sized opponents. Thieves
fighters is strength. also have special skills for picking pockets,
opening locks, removing traps, moving si-
Rangers can fight with any armor or weap- lently, hiding in shadows, and climbing walls.
ons and can cast a few druid and magic- At 10th level, thieves have a chance to cast
user spells at high levels. Rangers can have magic-user spells off of scrolls. The prime
exceptional strength and gain additional HP requisite for thieves is dexterity.
bonuses if they have a Constitution of 17+.
They do additional damage in combat when Multi-class status constitutes non-human
fighting giant-class creatures. No more than characters who belong to two or more
three Rangers can be in a party at one time. classes at the same time. The character’s
Rangers must be of good alignment and experience points are divided among the
have ability scores of at least 13 in strength classes involved, even after the character
The Great Walled City of Zhentil Keep and intelligence and at least 14 in wisdom can no longer advance in one or more of
and constitution. The prime requisites those classes. The character’s hit points
Charisma (Cha) is the measure of how well keeps track of XP. New characters begin for rangers are strength, intelligence, per level are averaged among the classes
the character interacts with others. Charisma with 25,000 XP and the corresponding and wisdom. involved. The multi-class character gains
is sometimes a factor when the character level. Multi-class characters have their all the benefits of all classes with regard to
Paladins can fight with any armor or weap- weapons and equipment.
has an encounter with NPCs. XP shared among their classes. See the ons and can cast a few clerical spells at
Table of Experience Per Level for each high levels. Paladins can have exceptional Dual-class status constitutes a human
Each character also has two other important class’ XP requirements.
values: Hit Points and Experience Points. strength and gain additional HP bonuses if character who had one class for the first part
they have a Constitution of 17+. They are of his life, and then changed into a new class
Hit Points (HP) represent the amount CHARACTER CLASSES more resistant to spells and poison, can turn for the remainder of his life. Once a char-
of damage a character can take before A character must belong to at least one undead creatures as if they were a cleric acter changes classes, he cannot advance
he begins bleeding to death. To calculate character class. A human character can be- two levels below their current level and are in his old class. While the character’s level
a character’s maximum hit points, the com- gin as one class and later change to another. always surrounded by the equivalent of a in his new class is less than or equal to his
puter rolls the character’s hit dice and adds Non-human characters can have one or more protection from evil spell. A paladin may level in his old class, the character does not
any bonuses for level or constitution. classes at the same time. A non-human heal 2 HP of damage per level once a day. gain hit points and cannot use the abilities
A character gains a HP bonus to each hit die character with multiple classes has more A paladin may cure disease once a week of the old class. Once the character’s level
if his constitution is over 14. When a charac- playing options, but he increases in level at 1st-5th level, twice a week at 6th-10th in his new class is greater than his level in
ter reaches 0 HP, he is Unconscious and may more slowly because his XP is divided level, and three times a week at 11th level. his old class, he gains hit points according
be Dying or Dead, depending on how much among his classes. A paladin will not adventure with any evil to his new class and may use abilities from
damage he has taken. characters. Paladins must be of lawful good both classes. Human dual-class magic-users
Characters receive hit points, spells and
alignment and have ability scores of at least may not cast magic-user spells while they
Experience Points (XP) are a measure abilities based on their class and level. Refer
9 in intelligence and wisdom, at least 12 in have readied armor.
of what the character has learned on his to the Table of Experience Per Level to find
strength, at least 13 in wisdom, and at least
adventures. When the character has enough the number and size of hit dice a character
17 in charisma. The prime requisites for pal-
XP he can increase in level and become receives and the number of spells the char-
adins are strength and wisdom.
more proficient in his class. The computer acter can memorize.

5 6
ALIGNMENT PARTY CREATION MENU in combat.) Save the character to disk so original and Hillsfar saved game files are
Alignment is the philosophy a character lives that it can be added to the party later. Refer required. Refer to the quick start card for
Create New Character to the Camp section for details on how to
by. A character’s alignment can affect how additional information.
Drop Character select and alter combat icons.
NPCs and some magic items in the game Modify Character Remove character from party transfers
react to the character. Train Character • Exit, from any of these menus, displays the a character from the party to the saved
Lawful good characters believe in the rule View Character party creation menu. game disk.
of law for the good of all. Add Character To Party
Remove Character From Party Drop character eliminates a character Load saved game reads a previous adven-
Lawful neutral characters believe the rule Load Saved Game from the party and erases him from the turing party from the save game disk.
of law is more important than any objective Save Current Game saved game disk. A dropped character may
not be recovered. Save current game writes the current game
good or evil outcome. Human Change Class to the save game disk.
Lawful evil characters believe in the rule Begin Adventuring Modify character can change the charac-
Exit to DOS ter’s ability scores and hit points. Use modify Human change class allows a human char-
of law as a tool to achieve evil ends. acter with appropriate attributes to become
Create new character is used to build character to change a character generated in
Neutral good characters believe that the Curse of the Azure Bonds to match a favorite a dual-class character.
triumph of good is more important than the a character. This command displays the
following menus to define the character. AD&D character. Characters who have been Begin adventuring restarts the game.
rule of either law or chaos. adventuring may not be modified.
• Pick race lists the choice of the six races Exit to DOS ends the game.
True neutral characters believe that there Train character increases a character’s
must be a balance between good and evil, a player-character can be in the forgotten NON-PLAYER CHARACTERS (NPCS)
realms.
level when he has gained enough experience
and law and chaos. points. Training costs 1000 gold pieces (GP) During the game the party will encounter
Neutral evil characters believe that evil • Pick gender lists the gender the character per level. Choose the character to train. NPCs. They may talk to the party, attack the
ends are more important than the methods can be. Gender affects the character’s maxi- If the character has sufficient experience party, and even offer to join the party. There
used to achieve those ends. mum strength. points and money the character advances a are two kinds of NPCs: those who volunteer
level. This takes no game time. See the Max- to join the party and those who will only give
Chaotic good characters believe in creat- The computer randomly generates the imum Level Limits by Race, Class, and Prime
character’s ability scores. Choose roll again information or fight the party.
ing good outcomes unfettered by the rules Requisite chart for level limits.
of law. to generate a new set of scores. Accept the NPCs that join the party are treated like
rolls to take the character as generated. Use View character displays a character as player characters, with a few differences.
Chaotic neutral characters believe that the the modify character command on the Party described under that heading below. The computer commands NPCs in battle.
freedom to act is more important than any Creation Menu to change the character’s They have morale. If things are going badly
objective good or evil outcome. ability scores and hit points after the charac- Add character to party transfers characters
from the saved game disk into the party. for the party, they may run. Items can be
Chaotic evil characters believe that chaos ter has been generated. traded to NPCs, but they cannot be traded
Select the last game the character adven-
is the best environment for creating evil acts. • Pick character class lists the class or class- tured in from the From Where Menu. from conscious NPCs to other characters.
es the character is qualified for based on his If an NPC dies, however, you can use the
CREATING A PARTY OF race and ability scores. From Where Menu: trade command on the Item Menu to take
CHARACTERS his items.
• Pick alignment lists all the possible FROM WHERE: CURSE POOL HILLSFAR EXIT
A party is a group of characters composed
of up to 6 player characters (called PCs) and alignments for the character based on • Curse adds a character whose last adven- VIEWING THE CHARACTER SCREEN
2 non-player characters (called NPCs.) The character class. ture was in Curse of the Azure Bonds. The view command displays the character
Party Creation Menu shows the characters screen. This screen displays the character’s
• Name character provides a 15 character • Pool adds a character whose last adventure
currently in your party and lists the com- name, sex, race, and age. It also displays his
space to type in the character’s name. was in Pool of Radiance.
mands for creating and modifying the party. alignment, character class or classes, ability
The computer displays the complete charac- • Hillsfar adds a character whose last scores and current wealth.
ter screen. Choose the weapon, head and adventure was in Hillsfar. If the character Each character begins the game with
colors for the character’s combat icon was originally generated in Pool of Radiance 300 platinum pieces, which he can use
(the figure that represents the character or Curse of the Azure Bonds then both the to buy equipment. Later, as the character

7 8
ALIGNMENT PARTY CREATION MENU in combat.) Save the character to disk so original and Hillsfar saved game files are
Alignment is the philosophy a character lives that it can be added to the party later. Refer required. Refer to the quick start card for
Create New Character to the Camp section for details on how to
by. A character’s alignment can affect how additional information.
Drop Character select and alter combat icons.
NPCs and some magic items in the game Modify Character Remove character from party transfers
react to the character. Train Character • Exit, from any of these menus, displays the a character from the party to the saved
Lawful good characters believe in the rule View Character party creation menu. game disk.
of law for the good of all. Add Character To Party
Remove Character From Party Drop character eliminates a character Load saved game reads a previous adven-
Lawful neutral characters believe the rule Load Saved Game from the party and erases him from the turing party from the save game disk.
of law is more important than any objective Save Current Game saved game disk. A dropped character may
not be recovered. Save current game writes the current game
good or evil outcome. Human Change Class to the save game disk.
Lawful evil characters believe in the rule Begin Adventuring Modify character can change the charac-
Exit to DOS ter’s ability scores and hit points. Use modify Human change class allows a human char-
of law as a tool to achieve evil ends. acter with appropriate attributes to become
Create new character is used to build character to change a character generated in
Neutral good characters believe that the Curse of the Azure Bonds to match a favorite a dual-class character.
triumph of good is more important than the a character. This command displays the
following menus to define the character. AD&D character. Characters who have been Begin adventuring restarts the game.
rule of either law or chaos. adventuring may not be modified.
• Pick race lists the choice of the six races Exit to DOS ends the game.
True neutral characters believe that there Train character increases a character’s
must be a balance between good and evil, a player-character can be in the forgotten NON-PLAYER CHARACTERS (NPCS)
realms.
level when he has gained enough experience
and law and chaos. points. Training costs 1000 gold pieces (GP) During the game the party will encounter
Neutral evil characters believe that evil • Pick gender lists the gender the character per level. Choose the character to train. NPCs. They may talk to the party, attack the
ends are more important than the methods can be. Gender affects the character’s maxi- If the character has sufficient experience party, and even offer to join the party. There
used to achieve those ends. mum strength. points and money the character advances a are two kinds of NPCs: those who volunteer
level. This takes no game time. See the Max- to join the party and those who will only give
Chaotic good characters believe in creat- The computer randomly generates the imum Level Limits by Race, Class, and Prime
character’s ability scores. Choose roll again information or fight the party.
ing good outcomes unfettered by the rules Requisite chart for level limits.
of law. to generate a new set of scores. Accept the NPCs that join the party are treated like
rolls to take the character as generated. Use View character displays a character as player characters, with a few differences.
Chaotic neutral characters believe that the the modify character command on the Party described under that heading below. The computer commands NPCs in battle.
freedom to act is more important than any Creation Menu to change the character’s They have morale. If things are going badly
objective good or evil outcome. ability scores and hit points after the charac- Add character to party transfers characters
from the saved game disk into the party. for the party, they may run. Items can be
Chaotic evil characters believe that chaos ter has been generated. traded to NPCs, but they cannot be traded
Select the last game the character adven-
is the best environment for creating evil acts. • Pick character class lists the class or class- tured in from the From Where Menu. from conscious NPCs to other characters.
es the character is qualified for based on his If an NPC dies, however, you can use the
CREATING A PARTY OF race and ability scores. From Where Menu: trade command on the Item Menu to take
CHARACTERS his items.
• Pick alignment lists all the possible FROM WHERE: CURSE POOL HILLSFAR EXIT
A party is a group of characters composed
of up to 6 player characters (called PCs) and alignments for the character based on • Curse adds a character whose last adven- VIEWING THE CHARACTER SCREEN
2 non-player characters (called NPCs.) The character class. ture was in Curse of the Azure Bonds. The view command displays the character
Party Creation Menu shows the characters screen. This screen displays the character’s
• Name character provides a 15 character • Pool adds a character whose last adventure
currently in your party and lists the com- name, sex, race, and age. It also displays his
space to type in the character’s name. was in Pool of Radiance.
mands for creating and modifying the party. alignment, character class or classes, ability
The computer displays the complete charac- • Hillsfar adds a character whose last scores and current wealth.
ter screen. Choose the weapon, head and adventure was in Hillsfar. If the character Each character begins the game with
colors for the character’s combat icon was originally generated in Pool of Radiance 300 platinum pieces, which he can use
(the figure that represents the character or Curse of the Azure Bonds then both the to buy equipment. Later, as the character

7 8
accumulates wealth, the character screen Okay status means that the character has • Use activates an item. Choose the item Cure is displayed only when viewing a pala-
shows how many copper pieces (cp), silver positive HP and can move and fight normally. and then indicate a target. din. A paladin may cure disease once a week
pieces (sp), electrum pieces (ep), gold at 1st—5th level, twice a week at 6th—10th
pieces (gp), platinum pieces (pp), gems, and Unconscious status means that the charac- • Trade is used to transfer an item from one level, and three times a week at 11th level.
jewelry the character is carrying. The value ter has exactly 0 HP. He cannot move or character to another. Choose the character Select the cure command and then choose
of each gem or piece of jewelry varies and fight, but is in no danger of dying. to trade to and then choose the item or the character to be cured. The cure com-
is found when the item is appraised. The items to trade. Remember that a conscious mand will not be displayed until the paladin
Dead status means that the character has NPC will not give up an item once he has it.
relative value of each kind of coin is: died. Non-elf characters have a chance of can cure again.
1 pp = 5 gp = 10 ep = 100 sp = 1000 cp. being resurrected with a raise dead spell. • Drop permanently removes items from The newly created party appears in an Inn on
The character’s chance of being resurrected a character. Dropped items may not be a side street in Tilverton. The party is ready
The character screen shows the character’s depends on his constitution. recovered. to begin adventuring.
current level or levels and his earned XP.
A character with more than one class has his Fled status means that the character fled • Halve turns many items combined on the
levels listed in the same order as his classes. from the previous battle. After the battle same line into two lines each with half as ADVENTURE MENU
For example, if a character is a Fighter/Thief he will rejoin the party and regain his many items. Halve would turn one line of
previous status. 42 Arrows into two lines each with 21 Arrows. The Adventure Menu allows access to all of
with 25,000 XP, his levels are listed as 5/6. the main functions in Curse of the Azure
A dual-class human character only displays Stone status means that the character • Join combines all similar items into one Bonds. When this menu is displayed the
his experience points in his current class. has been turned to stone by a monster line. No more than 250 similar items can screen shows the 3-D view in front of the
The bottom of the character display lists or a spell. be joined on one line. Some items cannot party and the party’s status. If any party
combat information. The characters Armor be joined. members are injured, their hit points are
Gone status means that the character has
Class is shown as AC; the lower the AC num- been totally destroyed, nothing can bring the • Sell is available under the Shop Menu and highlighted for easy recognition.
ber, the harder it is for opponents to hit the character back to life. is described there. Adventure Menu:
character. The character’s To Hit AC 0 (or
THAC0) is also listed; the lower the THAC0 Choose the view command to display the • ID is available under the Shop Menu and is MOVE VIEW CAST AREA ENCAMP SEARCH LOOK
number, the better the character’s chance View Menu and to inspect the active charac- described there.
ter choose the view command. Not all view Move is used in the 3-D view to change the
to hit opponents. Spells is a listing of the spells a charac-
commands are available at all times. party’s facing or to move forward. In 3-D the
The character’s current HP and damage are ter has memorized and can cast (see party can turn right, turn left, turn around, or
listed. If the HP is highlighted, the character View Menu: Magic Menu). move forward, normally, each move forward
is wounded and the HP is less than its maxi- ITEMS SPELLS TRADE DROP HEAL CURE EXIT Trade is used to transfer money from takes 1 minute. If the party has search on,
mum value. Damage is how many dice of one character to another. Indicate which each move forward takes 10 minutes. Refer
HP the character inflicts when he hits an Items shows all the equipment the charac- character to trade with, and then indicate to the quick start card for computer-specific
opponent in combat. Damage depends on ter is carrying. Items preceded by a YES are which coins and how much are traded to details on how to move without choosing
the character’s strength and readied weapon. ready for combat. Not all commands in the the other character. this command.
Item Menu are always available.
The encumbrance, or total weight the Drop permanently removes money from View displays the character screen and the
character is carrying, is listed along with the Item Menu: a character. Dropped money may not be View Menu.
character’s combat move. The character’s READY USE TRADE DROP HALVE JOIN SELL ID EXIT recovered. Cast displays the Cast Menu so the active
combat move is based on his readied armor,
• Ready is used to change the status of a Heal is displayed only when viewing a pal- character can throw a magic spell. See the
strength, and total encumbrance.
weapon, armor, or other item. Only readied adin. A paladin may heal 2 HP of damage per section on Magic for a description of how to
The screen then lists the character’s readied weapons can be used in combat. A character level once a day. Select the heal command cast spells and their effect.
weapon and armor. Finally, the screen lists cannot ready more than two hand-held items and then choose the character to be healed. Area shows an overhead view of the area
the character’s status, an indication of the at once. Arrows and crossbow quarrels are The heal command will not be displayed around the party. If the party is lost or in
current health of the character. The charac- assumed to be in a quiver and can be read- until the paladin can heal again. unfamiliar territory this command may not
ter status can be: ied at all times. be available.

9 10
accumulates wealth, the character screen Okay status means that the character has • Use activates an item. Choose the item Cure is displayed only when viewing a pala-
shows how many copper pieces (cp), silver positive HP and can move and fight normally. and then indicate a target. din. A paladin may cure disease once a week
pieces (sp), electrum pieces (ep), gold at 1st—5th level, twice a week at 6th—10th
pieces (gp), platinum pieces (pp), gems, and Unconscious status means that the charac- • Trade is used to transfer an item from one level, and three times a week at 11th level.
jewelry the character is carrying. The value ter has exactly 0 HP. He cannot move or character to another. Choose the character Select the cure command and then choose
of each gem or piece of jewelry varies and fight, but is in no danger of dying. to trade to and then choose the item or the character to be cured. The cure com-
is found when the item is appraised. The items to trade. Remember that a conscious mand will not be displayed until the paladin
Dead status means that the character has NPC will not give up an item once he has it.
relative value of each kind of coin is: died. Non-elf characters have a chance of can cure again.
1 pp = 5 gp = 10 ep = 100 sp = 1000 cp. being resurrected with a raise dead spell. • Drop permanently removes items from The newly created party appears in an Inn on
The character’s chance of being resurrected a character. Dropped items may not be a side street in Tilverton. The party is ready
The character screen shows the character’s depends on his constitution. recovered. to begin adventuring.
current level or levels and his earned XP.
A character with more than one class has his Fled status means that the character fled • Halve turns many items combined on the
levels listed in the same order as his classes. from the previous battle. After the battle same line into two lines each with half as ADVENTURE MENU
For example, if a character is a Fighter/Thief he will rejoin the party and regain his many items. Halve would turn one line of
previous status. 42 Arrows into two lines each with 21 Arrows. The Adventure Menu allows access to all of
with 25,000 XP, his levels are listed as 5/6. the main functions in Curse of the Azure
A dual-class human character only displays Stone status means that the character • Join combines all similar items into one Bonds. When this menu is displayed the
his experience points in his current class. has been turned to stone by a monster line. No more than 250 similar items can screen shows the 3-D view in front of the
The bottom of the character display lists or a spell. be joined on one line. Some items cannot party and the party’s status. If any party
combat information. The characters Armor be joined. members are injured, their hit points are
Gone status means that the character has
Class is shown as AC; the lower the AC num- been totally destroyed, nothing can bring the • Sell is available under the Shop Menu and highlighted for easy recognition.
ber, the harder it is for opponents to hit the character back to life. is described there. Adventure Menu:
character. The character’s To Hit AC 0 (or
THAC0) is also listed; the lower the THAC0 Choose the view command to display the • ID is available under the Shop Menu and is MOVE VIEW CAST AREA ENCAMP SEARCH LOOK
number, the better the character’s chance View Menu and to inspect the active charac- described there.
ter choose the view command. Not all view Move is used in the 3-D view to change the
to hit opponents. Spells is a listing of the spells a charac-
commands are available at all times. party’s facing or to move forward. In 3-D the
The character’s current HP and damage are ter has memorized and can cast (see party can turn right, turn left, turn around, or
listed. If the HP is highlighted, the character View Menu: Magic Menu). move forward, normally, each move forward
is wounded and the HP is less than its maxi- ITEMS SPELLS TRADE DROP HEAL CURE EXIT Trade is used to transfer money from takes 1 minute. If the party has search on,
mum value. Damage is how many dice of one character to another. Indicate which each move forward takes 10 minutes. Refer
HP the character inflicts when he hits an Items shows all the equipment the charac- character to trade with, and then indicate to the quick start card for computer-specific
opponent in combat. Damage depends on ter is carrying. Items preceded by a YES are which coins and how much are traded to details on how to move without choosing
the character’s strength and readied weapon. ready for combat. Not all commands in the the other character. this command.
Item Menu are always available.
The encumbrance, or total weight the Drop permanently removes money from View displays the character screen and the
character is carrying, is listed along with the Item Menu: a character. Dropped money may not be View Menu.
character’s combat move. The character’s READY USE TRADE DROP HALVE JOIN SELL ID EXIT recovered. Cast displays the Cast Menu so the active
combat move is based on his readied armor,
• Ready is used to change the status of a Heal is displayed only when viewing a pal- character can throw a magic spell. See the
strength, and total encumbrance.
weapon, armor, or other item. Only readied adin. A paladin may heal 2 HP of damage per section on Magic for a description of how to
The screen then lists the character’s readied weapons can be used in combat. A character level once a day. Select the heal command cast spells and their effect.
weapon and armor. Finally, the screen lists cannot ready more than two hand-held items and then choose the character to be healed. Area shows an overhead view of the area
the character’s status, an indication of the at once. Arrows and crossbow quarrels are The heal command will not be displayed around the party. If the party is lost or in
current health of the character. The charac- assumed to be in a quiver and can be read- until the paladin can heal again. unfamiliar territory this command may not
ter status can be: ied at all times. be available.

9 10
Encamp displays the Camp Menu. See the Rest allows characters to memorize spells
Camp section for a description of the com- and to heal naturally. Characters catch their
mands available from the Camp Menu. normal sleep without having to camp.
The initial rest time is established by the
Search turns searching on and off. A party time necessary to memorize any spells
moving with search off takes 1 minute per selected from the memorize command in
move forward, has a normal chance of meet- the Magic Menu. For every 24 uninterrupted
ing random encounters and finding secret hours of rest in camp, each wounded
doors, and is taking normal precautions character regains one hit point. Rest can
against traps and surprise. A party moving be interrupted by any random encounter.
with search on takes 10 minutes per move Only take long rests in safe places, such
forward, has an increased chance of meeting as inns or cleared locations.
random encounters and finding secret doors,
and is taking special precautions against Rest Menu:
traps and surprise. With search on, the
party is checking for secret doors, mapping, REST ADD SUBTRACT EXIT
moving as silently as possible, hiding in any • Rest starts the clock running after all the
available shadows, and generally being as memorized spells have been chosen.
careful as possible.
• Add increases the time that the party will
Look is used to search an individual attempt to rest.
square. Executing a look command acts The Myth Drannor Burial Glen
as if the party moved into the current • Subtract decreases the time the party will
square with search on. attempt to rest. This may keep characters
from memorizing all of their chosen spells.
Speed Menu: Turning the animation off speeds up the
CAMP Alter is used to change the characters in
SPEED: SLOWER FASTER EXIT
game. This command is not available on
the party and the parameters of the game. some computer versions.
The commands on the Camp Menu include The Alter Menu includes: • Icon is used to change a character’s com-
day-to-day functions such as saving the Fix is used to cast a large number of cure
game, resting to heal, memorizing spells, Alter Menu: bat icon. Customize this icon to represent
light wounds spells with a single command.
and changing game items such as game the character’s favorite weapons, armor,
ALTER: ORDER DROP SPEED ICON PICS EXIT All characters with first level clerical spells
speed or party order. and colors. Different computers
will memorize as many cure light wounds as
• Order changes how the characters are and graphic adapters have different capabil-
they can, cast them on the party, and then
Camp Menu: listed on the screen and how they are ities; experiment to create the best icon for
rememorize their previously memorized
deployed in combat. Characters at the top of each character.
CAMP: SAVE VIEW MAGIC REST ALTER FIX EXIT spells. Fix takes game time and may be
the list tend to be in the front line in combat. • Pics governs when encounter pictures interrupted by an encounter.
Save writes the state of the characters and
• Drop eliminates a character from the party will be displayed.
the game to the save game disk. Prepare a
save game disk according to the instructions and erases him from the saved game disk. Pics Menu: CIVILIZATION
on the quick start card. A dropped character is gone forever and
PICS: MONSTERS ON/OFF ANIMATIONS ON/OFF EXIT Civilization provides many features for the
may not be recovered.
View displays the View Menu and the charac- adventurer. Many towns and cities contain
ter screen of the active character. • Speed controls the rate messages are Monsters On/Off toggles the close-up Inns, Shops, Halls, Temples, and Bars.
printed on screen. If the game is running too pictures of encounters on and off. Turning
Magic is a very important part of Curse of the pictures off speeds up the game. Inns provide a safe place to rest using the
slowly, use the faster command to speed up
the Azure Bonds and is described under its Camp Menu. While the characters rest they
the displays. Animations On/Off toggles the animation
own heading. Magical Spells can only be can memorize spells and regain hit points.
memorized while the party is camped. of the close-up pictures on and off.
Shops provide a place to buy and sell equip-
ment using the Shop Menu.

11 12
Encamp displays the Camp Menu. See the Rest allows characters to memorize spells
Camp section for a description of the com- and to heal naturally. Characters catch their
mands available from the Camp Menu. normal sleep without having to camp.
The initial rest time is established by the
Search turns searching on and off. A party time necessary to memorize any spells
moving with search off takes 1 minute per selected from the memorize command in
move forward, has a normal chance of meet- the Magic Menu. For every 24 uninterrupted
ing random encounters and finding secret hours of rest in camp, each wounded
doors, and is taking normal precautions character regains one hit point. Rest can
against traps and surprise. A party moving be interrupted by any random encounter.
with search on takes 10 minutes per move Only take long rests in safe places, such
forward, has an increased chance of meeting as inns or cleared locations.
random encounters and finding secret doors,
and is taking special precautions against Rest Menu:
traps and surprise. With search on, the
party is checking for secret doors, mapping, REST ADD SUBTRACT EXIT
moving as silently as possible, hiding in any • Rest starts the clock running after all the
available shadows, and generally being as memorized spells have been chosen.
careful as possible.
• Add increases the time that the party will
Look is used to search an individual attempt to rest.
square. Executing a look command acts The Myth Drannor Burial Glen
as if the party moved into the current • Subtract decreases the time the party will
square with search on. attempt to rest. This may keep characters
from memorizing all of their chosen spells.
Speed Menu: Turning the animation off speeds up the
CAMP Alter is used to change the characters in
SPEED: SLOWER FASTER EXIT
game. This command is not available on
the party and the parameters of the game. some computer versions.
The commands on the Camp Menu include The Alter Menu includes: • Icon is used to change a character’s com-
day-to-day functions such as saving the Fix is used to cast a large number of cure
game, resting to heal, memorizing spells, Alter Menu: bat icon. Customize this icon to represent
light wounds spells with a single command.
and changing game items such as game the character’s favorite weapons, armor,
ALTER: ORDER DROP SPEED ICON PICS EXIT All characters with first level clerical spells
speed or party order. and colors. Different computers
will memorize as many cure light wounds as
• Order changes how the characters are and graphic adapters have different capabil-
they can, cast them on the party, and then
Camp Menu: listed on the screen and how they are ities; experiment to create the best icon for
rememorize their previously memorized
deployed in combat. Characters at the top of each character.
CAMP: SAVE VIEW MAGIC REST ALTER FIX EXIT spells. Fix takes game time and may be
the list tend to be in the front line in combat. • Pics governs when encounter pictures interrupted by an encounter.
Save writes the state of the characters and
• Drop eliminates a character from the party will be displayed.
the game to the save game disk. Prepare a
save game disk according to the instructions and erases him from the saved game disk. Pics Menu: CIVILIZATION
on the quick start card. A dropped character is gone forever and
PICS: MONSTERS ON/OFF ANIMATIONS ON/OFF EXIT Civilization provides many features for the
may not be recovered.
View displays the View Menu and the charac- adventurer. Many towns and cities contain
ter screen of the active character. • Speed controls the rate messages are Monsters On/Off toggles the close-up Inns, Shops, Halls, Temples, and Bars.
printed on screen. If the game is running too pictures of encounters on and off. Turning
Magic is a very important part of Curse of the pictures off speeds up the game. Inns provide a safe place to rest using the
slowly, use the faster command to speed up
the Azure Bonds and is described under its Camp Menu. While the characters rest they
the displays. Animations On/Off toggles the animation
own heading. Magical Spells can only be can memorize spells and regain hit points.
memorized while the party is camped. of the close-up pictures on and off.
Shops provide a place to buy and sell equip-
ment using the Shop Menu.

11 12
Shop Menu: Temple Menu: Parlay allows the party to speak with attacker strikes at the target’s rear, unless all
HEAL VIEW TAKE POOL SHARE APPRAISE EXIT willing monsters. Choose a speaker (or the attackers are adjacent. The fourth and
BUY VIEW TAKE POOL SHARE APPRAISE EXIT
make the speaker the active character) any additional attackers strike at the target’s
• Buy displays the items available in • Heal displays a list of the temple’s healing and then choose a conversation tactic rear. The target’s AC is substantially reduced
the shop. Select the items that the active spells. Indicate the spell to cast and confirm from the Parlay Menu. against rear attacks.
character will buy. that the character is willing to pay the cost.
Parlay Menu: A thief’s back stab is an exception to the
The cost may vary depending on the recipi-
• View displays the character screen with ent and circumstances. PARLAY: HAUGHTY SLY MEEK NICE ABUSIVE facing rules. A thief back stabs if he attacks
the addition of the appraise command in a target from exactly opposite the first char-
the View Menu, and the sell and ID com- Bars are rowdy places full of gossip, stories, • Haughty means that the speaker is trying acter to attack the target. The thief may not
mands in the Items Menu. and information. Buy a round of drinks and to demonstrate his superiority over the back stab if he has readied armor heavier
listen to the stories. monsters. than leather or if the target is larger than
Sell causes the shopkeeper to make an man sized. A back stab has a better chance
• Sly means that the speaker is trying to get
offer on the highlighted item. Sold items
may not be recovered. ENCOUNTERS information out of the monsters without of hitting the defender, and does additional
their realizing. damage.
ID is used to identify an item. The shop When a party comes across monsters or
NPCs an encounter occurs. If the party sur- • Meek means that the speaker is trying to A character may not attack an adjacent
charges 200 gp for the service. convince the monsters that the party is not target with a missile weapon. A character
prises the monsters the party can attack by
• Take is used to pick up coins from the choosing Combat from the Encounter Menu. worth attacking. may attack an adjacent target with a thrown
party’s money pool. Indicate the type and If the party attacks immediately they receive • Nice means that the speaker is trying to be weapon.
amount of coins to take. a bonus to their initiative in combat. If the nice to the monsters. FIGHTING
monsters surprise the party, the monsters
• Pool places all of the party members’ coins • Abusive means that the speaker is trying to In combat the computer chooses the active
can attack immediately and get a bonus
into a money pool. All purchases at the shop browbeat information out of the monsters. character. Characters with higher dexterity
to their initiative in combat. If the party or
come out of the money pool. Use the take or will tend to go before characters with lower
the monsters do not attack immediately,
share commands to pick up coins from the COMBAT dexterity. A character may hold his action
surprise is lost. If the monsters do not attack
money pool. until later with the delay command.
immediately in an encounter the party can
In combat, the computer determines the
• Share picks up the coins in the money react by choosing from the Encounter Menu. The screen begins centered on the active
order in which each character and monster
pool, divides the coins into shares, and Encounter Menu: becomes active. The player controls the character. The character’s name, HP, AC, and
distributes the shares among the party. actions of PCs. The computer controls the current weapon are displayed. The Combat
ENCOUNTER: COMBAT WAIT FLEE ADVANCE/PARLAY Menu lists the character’s options.
• Appraise is used in shops to receive an actions of monsters, NPCs, and PCs set to
appraisal of any gems and jewelry the Combat causes the party to attack the quick combat. Combat Menu:
character has. Choose gems or jewelry to monsters. Fighting is explained in the
Each character’s ability in combat is defined
be appraised. The shopkeeper makes an Combat section. MOVE VIEW AIM USE CAST TURN QUICK DONE
by his THAC0 and AC. The attacker’s THAC0
offer for the item. Accept the offer and the Wait allows the monsters to decide what to represents his ability to hit in melee or Move is used to move a character and to
item is sold. Reject the offer and the gem do. They may combat, wait, flee; advance with missile fire. The lower the THAC0 the attack. Attack by moving the character into
or piece of jewelry becomes an item on (if they are far away) or parlay (if they are better the chance to hit the target. A target’s an enemy’s square. If the character moves
the character’s item list. adjacent.) defenses are represented by his AC. The away from an enemy, the enemy gets a free
Halls are where the characters can advance Flee causes the party to run away. If the lower the AC the harder it is to hit the target. attack at the character’s back.
levels and change classes using the Party monsters try to attack, and are faster than An attack is successful if a random number
from 1—20 is greater than or equal to the Bows can attack twice per turn. Thrown darts
Creation Menu. the party, combat will occur. If the party flees can attack three times per turn. Fighters and
successfully, it may be retreated a square. attacker’s THAC0 minus the target’s AC.
Temples cast healing spells using the Range, attacks from the rear, magic weap- paladins of 7th level or greater can attack
Temple Menu. The commands on the Advance reduces the range to the monsters. ons, magic spells, and other circumstances twice every other turn. Rangers of 8th level
Temple Menu are the same as those on When the monsters are adjacent to the party may affect this chance. or greater can attack twice every other turn.
the Shop Menu with the addition of the the advance command is replaced by the All of a character’s attacks are taken against
heal command. In combat, the first and second attackers his first target. If the first target goes down
parlay command.
strike at the front of a target. The third

13 14
Shop Menu: Temple Menu: Parlay allows the party to speak with attacker strikes at the target’s rear, unless all
HEAL VIEW TAKE POOL SHARE APPRAISE EXIT willing monsters. Choose a speaker (or the attackers are adjacent. The fourth and
BUY VIEW TAKE POOL SHARE APPRAISE EXIT
make the speaker the active character) any additional attackers strike at the target’s
• Buy displays the items available in • Heal displays a list of the temple’s healing and then choose a conversation tactic rear. The target’s AC is substantially reduced
the shop. Select the items that the active spells. Indicate the spell to cast and confirm from the Parlay Menu. against rear attacks.
character will buy. that the character is willing to pay the cost.
Parlay Menu: A thief’s back stab is an exception to the
The cost may vary depending on the recipi-
• View displays the character screen with ent and circumstances. PARLAY: HAUGHTY SLY MEEK NICE ABUSIVE facing rules. A thief back stabs if he attacks
the addition of the appraise command in a target from exactly opposite the first char-
the View Menu, and the sell and ID com- Bars are rowdy places full of gossip, stories, • Haughty means that the speaker is trying acter to attack the target. The thief may not
mands in the Items Menu. and information. Buy a round of drinks and to demonstrate his superiority over the back stab if he has readied armor heavier
listen to the stories. monsters. than leather or if the target is larger than
Sell causes the shopkeeper to make an man sized. A back stab has a better chance
• Sly means that the speaker is trying to get
offer on the highlighted item. Sold items
may not be recovered. ENCOUNTERS information out of the monsters without of hitting the defender, and does additional
their realizing. damage.
ID is used to identify an item. The shop When a party comes across monsters or
NPCs an encounter occurs. If the party sur- • Meek means that the speaker is trying to A character may not attack an adjacent
charges 200 gp for the service. convince the monsters that the party is not target with a missile weapon. A character
prises the monsters the party can attack by
• Take is used to pick up coins from the choosing Combat from the Encounter Menu. worth attacking. may attack an adjacent target with a thrown
party’s money pool. Indicate the type and If the party attacks immediately they receive • Nice means that the speaker is trying to be weapon.
amount of coins to take. a bonus to their initiative in combat. If the nice to the monsters. FIGHTING
monsters surprise the party, the monsters
• Pool places all of the party members’ coins • Abusive means that the speaker is trying to In combat the computer chooses the active
can attack immediately and get a bonus
into a money pool. All purchases at the shop browbeat information out of the monsters. character. Characters with higher dexterity
to their initiative in combat. If the party or
come out of the money pool. Use the take or will tend to go before characters with lower
the monsters do not attack immediately,
share commands to pick up coins from the COMBAT dexterity. A character may hold his action
surprise is lost. If the monsters do not attack
money pool. until later with the delay command.
immediately in an encounter the party can
In combat, the computer determines the
• Share picks up the coins in the money react by choosing from the Encounter Menu. The screen begins centered on the active
order in which each character and monster
pool, divides the coins into shares, and Encounter Menu: becomes active. The player controls the character. The character’s name, HP, AC, and
distributes the shares among the party. actions of PCs. The computer controls the current weapon are displayed. The Combat
ENCOUNTER: COMBAT WAIT FLEE ADVANCE/PARLAY Menu lists the character’s options.
• Appraise is used in shops to receive an actions of monsters, NPCs, and PCs set to
appraisal of any gems and jewelry the Combat causes the party to attack the quick combat. Combat Menu:
character has. Choose gems or jewelry to monsters. Fighting is explained in the
Each character’s ability in combat is defined
be appraised. The shopkeeper makes an Combat section. MOVE VIEW AIM USE CAST TURN QUICK DONE
by his THAC0 and AC. The attacker’s THAC0
offer for the item. Accept the offer and the Wait allows the monsters to decide what to represents his ability to hit in melee or Move is used to move a character and to
item is sold. Reject the offer and the gem do. They may combat, wait, flee; advance with missile fire. The lower the THAC0 the attack. Attack by moving the character into
or piece of jewelry becomes an item on (if they are far away) or parlay (if they are better the chance to hit the target. A target’s an enemy’s square. If the character moves
the character’s item list. adjacent.) defenses are represented by his AC. The away from an enemy, the enemy gets a free
Halls are where the characters can advance Flee causes the party to run away. If the lower the AC the harder it is to hit the target. attack at the character’s back.
levels and change classes using the Party monsters try to attack, and are faster than An attack is successful if a random number
from 1—20 is greater than or equal to the Bows can attack twice per turn. Thrown darts
Creation Menu. the party, combat will occur. If the party flees can attack three times per turn. Fighters and
successfully, it may be retreated a square. attacker’s THAC0 minus the target’s AC.
Temples cast healing spells using the Range, attacks from the rear, magic weap- paladins of 7th level or greater can attack
Temple Menu. The commands on the Advance reduces the range to the monsters. ons, magic spells, and other circumstances twice every other turn. Rangers of 8th level
Temple Menu are the same as those on When the monsters are adjacent to the party may affect this chance. or greater can attack twice every other turn.
the Shop Menu with the addition of the the advance command is replaced by the All of a character’s attacks are taken against
heal command. In combat, the first and second attackers his first target. If the first target goes down
parlay command.
strike at the front of a target. The third

13 14
with the first attack, aim the remaining • Target is used to fire where the cursor
attack at another target. Fighters, paladins, is located.
and rangers may sweep several weak targets
with one mighty blow. Use allows a character to activate an item.
Indicate the target with the Aim Menu and
Refer to the quick start card to find out how choose target to use it.
to move the character with the computer.
The number of spaces a character can move Cast is only available to spell-casters when
is reduced by the weight he’s carrying and they have spells available. This command
the kind of armor he has readied. displays the cast options of the Magic Menu
(see the description in the Magic Rules).
A character may flee from combat by moving If the character has been hit recently his
off the battlefield. A character may move off concentration may be broken and the cast
the battlefield if he can move faster than all option will not appear.
enemy monsters. A character may not move
off the battlefield if he moves slower than Turn allows clerics and paladins to destroy
any enemy monsters. A character has a 50% undead monsters or turn them away from
chance to move off the battlefield if he can the party. This has no effect on any other
move as fast as the fastest enemy monster. form of monster.
A character that moves off the battlefield re- Quick turns control of the character over
turns to the party after the fight is over. If all to the computer. See the quick start card for
active characters flee combat then any dead instructions on how to gain manual control The Village of Hap
characters are lost. of a character. Under computer control, a
View displays the character screen and View fighting character with readied arrows will
Menu. Some options, such as trade, are not tend to hang back and fire arrows. If the
AFTER COMBAT Take Menu:
available in the middle of combat. The use character has no readied arrows, he will
ready a melee weapon and charge. If one or more characters survive on the TAKE: ITEMS MONEY EXIT
command appears on the Item Menu and battlefield at the end of combat, the bodies
permits the use of an item, such as a wand, Done is used when a character has finished of unconscious or dead party members • Items lists the equipment in the treasure.
in combat. his turn. stay with the party. If the party flees from Frequently, the weapons and armor used
Aim is used to aim an attack using the fol- combat, all unconscious and dead party by monsters are not listed because they are
Done Menu:
lowing options. members are permanently lost. If ALL the substandard and not worth taking.
GUARD DELAY QUIT BANDAGE SPEED EXIT party members are slain go back to your last
Aim Menu: • Money displays the number and type of
• Guard sets a character to attack the first Saved Game and try again from that point. coins in the treasure. Indicate the type and
AIM: NEXT PREV MANUAL TARGET EXIT enemy that moves adjacent. When combat is over the Treasure Menu number of coins the active character takes.
• Next is used to look at all possible targets, • Delay causes the character to hold his turn is displayed. Most of the Treasure Menu Pool drops all of the party members’ coins
starting with the closest target and then until after the other characters and monsters commands work like the commands in the into the treasure. Use the take or share com-
going to the next closest. Next and Prev have acted. Temple and Shop Menus. mand to pick up coins from the treasure.
only indicate targets in the character’s Treasure Menu:
line of sight. • Quit ends a character’s turn. Share picks up the coins in the treasure,
VIEW TAKE POOL SHARE DETECT EXIT divides the coins into shares, and distributes
• Prev (Previous) is the opposite of the next • Bandage only appears if a party member the coins among the party.
command. Use this command to look at the is bleeding to death. The bandage command View displays the character screen and
possible targets starting with the farthest tar- will stop the bleeding and keep the character View Menu. Detect casts a Detect Magic spell from the
get and working back toward the character. from dying. currently active character.
Take is used to pick up treasure. A charac-
• Manual permits the player to aim anywhere • Speed changes the game speed and is ter carrying a large number of coins and Exit leaves the scene of the battle. If trea-
on the map. described under the alter command in the heavy equipment can be slowed in combat. sure remains, then the option to return to
Camp Menu. the Treasure Menu is displayed.

15 16
with the first attack, aim the remaining • Target is used to fire where the cursor
attack at another target. Fighters, paladins, is located.
and rangers may sweep several weak targets
with one mighty blow. Use allows a character to activate an item.
Indicate the target with the Aim Menu and
Refer to the quick start card to find out how choose target to use it.
to move the character with the computer.
The number of spaces a character can move Cast is only available to spell-casters when
is reduced by the weight he’s carrying and they have spells available. This command
the kind of armor he has readied. displays the cast options of the Magic Menu
(see the description in the Magic Rules).
A character may flee from combat by moving If the character has been hit recently his
off the battlefield. A character may move off concentration may be broken and the cast
the battlefield if he can move faster than all option will not appear.
enemy monsters. A character may not move
off the battlefield if he moves slower than Turn allows clerics and paladins to destroy
any enemy monsters. A character has a 50% undead monsters or turn them away from
chance to move off the battlefield if he can the party. This has no effect on any other
move as fast as the fastest enemy monster. form of monster.
A character that moves off the battlefield re- Quick turns control of the character over
turns to the party after the fight is over. If all to the computer. See the quick start card for
active characters flee combat then any dead instructions on how to gain manual control The Village of Hap
characters are lost. of a character. Under computer control, a
View displays the character screen and View fighting character with readied arrows will
Menu. Some options, such as trade, are not tend to hang back and fire arrows. If the
AFTER COMBAT Take Menu:
available in the middle of combat. The use character has no readied arrows, he will
ready a melee weapon and charge. If one or more characters survive on the TAKE: ITEMS MONEY EXIT
command appears on the Item Menu and battlefield at the end of combat, the bodies
permits the use of an item, such as a wand, Done is used when a character has finished of unconscious or dead party members • Items lists the equipment in the treasure.
in combat. his turn. stay with the party. If the party flees from Frequently, the weapons and armor used
Aim is used to aim an attack using the fol- combat, all unconscious and dead party by monsters are not listed because they are
Done Menu:
lowing options. members are permanently lost. If ALL the substandard and not worth taking.
GUARD DELAY QUIT BANDAGE SPEED EXIT party members are slain go back to your last
Aim Menu: • Money displays the number and type of
• Guard sets a character to attack the first Saved Game and try again from that point. coins in the treasure. Indicate the type and
AIM: NEXT PREV MANUAL TARGET EXIT enemy that moves adjacent. When combat is over the Treasure Menu number of coins the active character takes.
• Next is used to look at all possible targets, • Delay causes the character to hold his turn is displayed. Most of the Treasure Menu Pool drops all of the party members’ coins
starting with the closest target and then until after the other characters and monsters commands work like the commands in the into the treasure. Use the take or share com-
going to the next closest. Next and Prev have acted. Temple and Shop Menus. mand to pick up coins from the treasure.
only indicate targets in the character’s Treasure Menu:
line of sight. • Quit ends a character’s turn. Share picks up the coins in the treasure,
VIEW TAKE POOL SHARE DETECT EXIT divides the coins into shares, and distributes
• Prev (Previous) is the opposite of the next • Bandage only appears if a party member the coins among the party.
command. Use this command to look at the is bleeding to death. The bandage command View displays the character screen and
possible targets starting with the farthest tar- will stop the bleeding and keep the character View Menu. Detect casts a Detect Magic spell from the
get and working back toward the character. from dying. currently active character.
Take is used to pick up treasure. A charac-
• Manual permits the player to aim anywhere • Speed changes the game speed and is ter carrying a large number of coins and Exit leaves the scene of the battle. If trea-
on the map. described under the alter command in the heavy equipment can be slowed in combat. sure remains, then the option to return to
Camp Menu. the Treasure Menu is displayed.

15 16
MAGIC spell at a time. To gain additional spells, the memorize the spells. Memorizing any spell THE SPELLS
magic-user or high-level ranger must find takes a minimum of four hours. Third and
Magic is integral to Curse of the Azure Bonds. scrolls in treasures and copy spells he is fourth level spells take a minimum of six Spells are defined by when they can be
Magic-users, clerics, high-level paladins, and capable of casting into his spell book, using hours; fifth level spells take a minimum of thrown, their range, their area, their dura-
high-level rangers can use magical spells. the scribe command in the Magic Menu. eight hours to memorize. Remember that a tion, and their effect. The Spell Parameters
spell-caster can have the same spell memo- List summarizes where each spell can be
A spell can exist in one of three forms: in Clerical and druidic magic requires no spell thrown, its range, area, and duration. When
a character’s memory, in a character’s spell rized multiple times.
books. All clerical and druidic spells of the using spells from the Camp Menu or the Ad-
book, and on a scroll. appropriate level are always available to a Memorize Menu: venture Menu (such as a find traps), remem-
A spell-caster with a spell in memory has cleric, paladin, or ranger. The character need ber that one round equals one minute of
only memorize them. When a cleric finds a MEMORIZE NEXT PREV EXIT
memorized the spell and can cast the spell game time and one turn equals 10 minutes
using the cast command. clerical scroll, he can use the spells directly A spell is not actually memorized until it of game time.
from the scroll; he does not need to scribe has been chosen from the Memorize Menu
Magic-users and high-level rangers write magic- the spells into a spell book. and the character has rested long enough FIRST LEVEL CLERICAL SPELLS
user spells in a spell book. They may only to imprint the spell on his mind. Memoriz- Bless improves the THAC0 of friendly char-
memorize spells that are in their spell book. Spells do not automatically have their full
effect on their target. Each target of a spell ing a spell takes 15 minutes of game time acters by 1. The bless spell does not affect
Each time a magic-user or high-level ranger gets a saving throw to avoid some or all of per spell level, plus a minimum period of characters who are adjacent to monsters
increases a level, they can add one new the effect of the spell. As a character gains preparation. 1st and 2nd level spells take a when the spell is cast.
spell to their spell book. They can also levels, his saving throws improve. minimum preparation of 4 hours. 3rd and
4th level spells take a minimum preparation Curse reduces the THAC0 of monsters by 1.
scribe a spell from an identified scroll into The curse spell does not affect monsters
their spell book. Clerical spells are all avail- The spell caster is the current character. of 6 hours. 5th level spells take a minimum
Spell casters can get a list of their mem- preparation of 8 hours. If the preparation or who are adjacent to friendly characters when
able at the appropriate level and are not the spell is cast. The target gets no saving
listed in spell books. orized spells from the cast option of the learning time is interrupted, some or none of
Magic Menu or from the spells option of the the spells may be memorized. throw.
A clerical scroll can be used immediately View Menu. They can get a list of their spells Cure light wounds heals 1—8 HP.
by a cleric. A magic-user or ranger must cast on scrolls from the scribe option of the Scribe displays the Scribe Menu and a list
the read magic spell and ready the magic- Magic Menu. of all of the spells on identified magic-user Cause light wounds causes 1—8 HP. The tar-
user scroll in order to identify the spells on scrolls. Indicate the spells to be scribed into get gets no saving throw.
the scroll. Any identified magic-user spell Magic Menu: the character’s spell book. Once all charac-
ters have indicated the spells they want to Detect magic indicates which equipment or
that a character can cast can be scribed CAST MEMORIZE SCRIBE DISPLAY REST EXIT scribe, choose the rest command to take the treasure is magical. View a character’s items
from the scroll into his spell book. Only
Cast displays the Cast Menu and the charac- time to actually scribe the spells. Scribing or Take treasure items. Equipment or trea-
magic-users can cast identified magic-user
ter’s list of memorized spells. Indicate the a spell takes the same amount of time as sure preceded by an asterisk (*) is magical.
spells off scrolls. A 10th level or greater thief
has a 75% chance to cast a spell from any spell to cast and then indicate the target of memorizing the spell. Protection from evil improves the AC and
magic-user scroll. A spell disappears after the spell. Once a spell is cast it is gone from Scribe Menu: saving throws of the target by 2 against
it has been scribed or cast. memory until it is memorized again. evil attackers.
SCRIBE NEXT PREV EXIT
A beginning 1st-level magic-user’s spell book Cast Menu: Protection from good improves the AC and
contains four 1st-level spells. A beginning Display lists the magic that currently affect saving throws of the target by 2 against good
CAST NEXT PREV EXIT the party. These include spells like bless or
5th-level magic-user’s spell book contains attackers.
six 1st-level spells, two 2nd-level spells, and Memorize displays the Memorize Menu invisibility and effects like disease.
one 3rd-level spell. Each time a magic-user and the character’s spell book or clerical Resist cold halves the damage and improves
Rest displays the Rest Menu referred to in saving throws versus cold attacks by 3.
or high level ranger gains a level of experi- spell list. Indicate the spells to memorize. the Camp section. A character’s spells are
ence, he gains a new spell in his spell book, Once all characters have indicated the not memorized until he has rested the nec-
even though the rise in level may give him spells they want to memorize, choose the essary time.
the ability to memorize more than one new rest command to take the time to actually

17 18
MAGIC spell at a time. To gain additional spells, the memorize the spells. Memorizing any spell THE SPELLS
magic-user or high-level ranger must find takes a minimum of four hours. Third and
Magic is integral to Curse of the Azure Bonds. scrolls in treasures and copy spells he is fourth level spells take a minimum of six Spells are defined by when they can be
Magic-users, clerics, high-level paladins, and capable of casting into his spell book, using hours; fifth level spells take a minimum of thrown, their range, their area, their dura-
high-level rangers can use magical spells. the scribe command in the Magic Menu. eight hours to memorize. Remember that a tion, and their effect. The Spell Parameters
spell-caster can have the same spell memo- List summarizes where each spell can be
A spell can exist in one of three forms: in Clerical and druidic magic requires no spell thrown, its range, area, and duration. When
a character’s memory, in a character’s spell rized multiple times.
books. All clerical and druidic spells of the using spells from the Camp Menu or the Ad-
book, and on a scroll. appropriate level are always available to a Memorize Menu: venture Menu (such as a find traps), remem-
A spell-caster with a spell in memory has cleric, paladin, or ranger. The character need ber that one round equals one minute of
only memorize them. When a cleric finds a MEMORIZE NEXT PREV EXIT
memorized the spell and can cast the spell game time and one turn equals 10 minutes
using the cast command. clerical scroll, he can use the spells directly A spell is not actually memorized until it of game time.
from the scroll; he does not need to scribe has been chosen from the Memorize Menu
Magic-users and high-level rangers write magic- the spells into a spell book. and the character has rested long enough FIRST LEVEL CLERICAL SPELLS
user spells in a spell book. They may only to imprint the spell on his mind. Memoriz- Bless improves the THAC0 of friendly char-
memorize spells that are in their spell book. Spells do not automatically have their full
effect on their target. Each target of a spell ing a spell takes 15 minutes of game time acters by 1. The bless spell does not affect
Each time a magic-user or high-level ranger gets a saving throw to avoid some or all of per spell level, plus a minimum period of characters who are adjacent to monsters
increases a level, they can add one new the effect of the spell. As a character gains preparation. 1st and 2nd level spells take a when the spell is cast.
spell to their spell book. They can also levels, his saving throws improve. minimum preparation of 4 hours. 3rd and
4th level spells take a minimum preparation Curse reduces the THAC0 of monsters by 1.
scribe a spell from an identified scroll into The curse spell does not affect monsters
their spell book. Clerical spells are all avail- The spell caster is the current character. of 6 hours. 5th level spells take a minimum
Spell casters can get a list of their mem- preparation of 8 hours. If the preparation or who are adjacent to friendly characters when
able at the appropriate level and are not the spell is cast. The target gets no saving
listed in spell books. orized spells from the cast option of the learning time is interrupted, some or none of
Magic Menu or from the spells option of the the spells may be memorized. throw.
A clerical scroll can be used immediately View Menu. They can get a list of their spells Cure light wounds heals 1—8 HP.
by a cleric. A magic-user or ranger must cast on scrolls from the scribe option of the Scribe displays the Scribe Menu and a list
the read magic spell and ready the magic- Magic Menu. of all of the spells on identified magic-user Cause light wounds causes 1—8 HP. The tar-
user scroll in order to identify the spells on scrolls. Indicate the spells to be scribed into get gets no saving throw.
the scroll. Any identified magic-user spell Magic Menu: the character’s spell book. Once all charac-
ters have indicated the spells they want to Detect magic indicates which equipment or
that a character can cast can be scribed CAST MEMORIZE SCRIBE DISPLAY REST EXIT scribe, choose the rest command to take the treasure is magical. View a character’s items
from the scroll into his spell book. Only
Cast displays the Cast Menu and the charac- time to actually scribe the spells. Scribing or Take treasure items. Equipment or trea-
magic-users can cast identified magic-user
ter’s list of memorized spells. Indicate the a spell takes the same amount of time as sure preceded by an asterisk (*) is magical.
spells off scrolls. A 10th level or greater thief
has a 75% chance to cast a spell from any spell to cast and then indicate the target of memorizing the spell. Protection from evil improves the AC and
magic-user scroll. A spell disappears after the spell. Once a spell is cast it is gone from Scribe Menu: saving throws of the target by 2 against
it has been scribed or cast. memory until it is memorized again. evil attackers.
SCRIBE NEXT PREV EXIT
A beginning 1st-level magic-user’s spell book Cast Menu: Protection from good improves the AC and
contains four 1st-level spells. A beginning Display lists the magic that currently affect saving throws of the target by 2 against good
CAST NEXT PREV EXIT the party. These include spells like bless or
5th-level magic-user’s spell book contains attackers.
six 1st-level spells, two 2nd-level spells, and Memorize displays the Memorize Menu invisibility and effects like disease.
one 3rd-level spell. Each time a magic-user and the character’s spell book or clerical Resist cold halves the damage and improves
Rest displays the Rest Menu referred to in saving throws versus cold attacks by 3.
or high level ranger gains a level of experi- spell list. Indicate the spells to memorize. the Camp section. A character’s spells are
ence, he gains a new spell in his spell book, Once all characters have indicated the not memorized until he has rested the nec-
even though the rise in level may give him spells they want to memorize, choose the essary time.
the ability to memorize more than one new rest command to take the time to actually

17 18
SECOND LEVEL CLERICAL SPELLS Remove curse removes the effects of FIRST LEVEL DRUID SPELLS level, 3 missiles at 5th—6th level, 4 missiles
Find traps indicates the presence of traps a bestow curse spell and allows the target Detect magic indicates which equipment or at 7th—8th level, 5 missiles at 9th—10th lev-
in the character’s path. to unready cursed magic items. treasure is magical. View a character’s items el, and 6 missiles at 11th level.
Bestow curse reduces the target’s THAC0 or Take treasure items. Equipment or trea- Protection from evil improves the AC and
Hold person paralyzes targets of roughly sure preceded by an asterisk (*) is magical.
human size and shape. You may aim a hold and saving throw by 4. saving throws of the target by 2 against evil
person spell at up to 3 targets. Entangle reduces the target’s movement to 0. attackers.
FOURTH LEVEL CLERICAL SPELLS
Entangle can only be cast outdoors. Protection from good improves the AC and
Resist fire halves the damage and improves Cure serious wounds heals 3—17 HP.
saving throws versus fire attacks by 3. Faerie fire illuminates the enemy and saving throws of the target by 2 against good
Cause serious wounds causes 3—17 HP. reduces their AC by 2. attackers.
Silence 15’ radius must be cast on a charac- The target gets no saving throw.
ter or a monster. That character or monster, Invisibility to animals reduces all attacking Read magic allows a magic-user to ready
and all adjacent to him, cannot cast spells Neutralize poison revives a poisoned person. animal’s THAC0s by 4. It does not affect a scroll and identify it. A magic-user may
for the duration of the spell. intelligent targets or enchanted beasts. use the spells on a scroll after it has been
Poison forces the target to make a saving identified.
Slow poison revives a poisoned person for throw versus poison or die. FIRST LEVEL MAGIC-USER SPELLS
the duration of the spell. The character dies Shield negates the magic missile spell,
Protection From evil 10’ radius must be cast Burning hands causes 1 HP of fire damage improves the magic-user’s saving throw,
when the spell wears off. on a character or a monster. It improves the per level of the caster. There is no saving and increases his AC.
Snake charm paralyzes as many HP of AC and saving throws of the target and all throw.
snakes as the cleric has HP. adjacent friendly characters by 2 against evil Shocking grasp does electrical damage
attackers. Charm person changes the target’s alle- of 1—8 HP, +1 HP per level of caster.
Spiritual hammer creates a temporary magic giance in a combat. It only affects targets
hammer that is automatically Readied. It can Sticks to snakes causes snakes to harass the of roughly human size and shape. Sleep puts 1—16 targets to sleep with no
strike at range and does normal hammer target. The target is unable to attack, move saving throw. Up to sixteen 1 hit-die targets
or cast spells for the duration of the spell. Detect magic indicates which equipment or are affected. One 4 hit-die target is affected.
damage.
treasure is magical. View a character’s items Targets of 5 or more hit-dice are unaffected.
THIRD LEVEL CLERICAL SPELLS FIFTH LEVEL CLERICAL SPELLS or Take treasure items. Equipment or trea-
Cure critical wounds heals 6—27 HP. sure preceded marked by an asterisk (*) is SECOND LEVEL MAGIC-USER SPELLS
Cure blindness removes the effect of the magical.
cause blindness spell. Detect invisibility allows the target to spot
Cause critical wounds causes 6—27 HP. invisible targets.
The target gets no saving throw. Enlarge makes the target larger and stronger.
Cause blindness reduces the target’s THAC0, The higher the caster’s level, the larger and
Armor Class and Saving Throws by 4. Invisibility makes the target invisible.
Dispel evil improves the target’s AC by stronger the target gets. If the caster is 6th The THAC0 of melee attacks against invisible
Cure disease removes the effects of disease 7 versus summoned evil creatures for the level the target becomes as strong as an targets is reduced by 4. It is impossible
caused by some monsters or caused by duration of the spell or until the target Ogre. If the caster is 10th level the target be- to target ranged attacks against invisible
a cause disease spell. successfully hits a summoned evil creature. comes as strong as a Fire Giant. A target can targets. Invisibility is dispelled when the
When the creature is hit, it must save versus only be under the effect of 1 enlarge spell at target attacks.
Cause disease gives the target a disease spells or be dispelled. a time. Unwilling targets get a saving throw
that saps his Strength and HP. against this effect. Knock is used to open locks. It can be cast
Flame strike does 6—48 HP to the target. from the door-opening menu if the active
Dispel magic removes the effects of spells If the target makes its save versus magic, Reduce negates the effect of an enlarge
that do not have specific counter spells. character has a memorized knock spell.
it takes half damage. spell.
Prayer improves the THAC0 and saving Mirror Image creates 1—4 illusionary dupli-
Raise dead allows the cleric to return any Friends raises the caster’s charisma cates of the magic-user. A duplicate disap-
throws of friendly characters by 1 and non-elf player character to life. 2—8 points. It is often cast just before
reduces the THAC0 and saving throw pears when it is attacked.
Slay living causes the target to save versus an encounter.
of monsters by 1.
death or die. If the target makes the saving Magic missile does 2-5 HP per missile with
throw he still takes 3—17 HP. no saving throw. A magic-user throws 1 mis-
sile at 1st-2nd level, 2 missiles at 3rd—4th

19 20
SECOND LEVEL CLERICAL SPELLS Remove curse removes the effects of FIRST LEVEL DRUID SPELLS level, 3 missiles at 5th—6th level, 4 missiles
Find traps indicates the presence of traps a bestow curse spell and allows the target Detect magic indicates which equipment or at 7th—8th level, 5 missiles at 9th—10th lev-
in the character’s path. to unready cursed magic items. treasure is magical. View a character’s items el, and 6 missiles at 11th level.
Bestow curse reduces the target’s THAC0 or Take treasure items. Equipment or trea- Protection from evil improves the AC and
Hold person paralyzes targets of roughly sure preceded by an asterisk (*) is magical.
human size and shape. You may aim a hold and saving throw by 4. saving throws of the target by 2 against evil
person spell at up to 3 targets. Entangle reduces the target’s movement to 0. attackers.
FOURTH LEVEL CLERICAL SPELLS
Entangle can only be cast outdoors. Protection from good improves the AC and
Resist fire halves the damage and improves Cure serious wounds heals 3—17 HP.
saving throws versus fire attacks by 3. Faerie fire illuminates the enemy and saving throws of the target by 2 against good
Cause serious wounds causes 3—17 HP. reduces their AC by 2. attackers.
Silence 15’ radius must be cast on a charac- The target gets no saving throw.
ter or a monster. That character or monster, Invisibility to animals reduces all attacking Read magic allows a magic-user to ready
and all adjacent to him, cannot cast spells Neutralize poison revives a poisoned person. animal’s THAC0s by 4. It does not affect a scroll and identify it. A magic-user may
for the duration of the spell. intelligent targets or enchanted beasts. use the spells on a scroll after it has been
Poison forces the target to make a saving identified.
Slow poison revives a poisoned person for throw versus poison or die. FIRST LEVEL MAGIC-USER SPELLS
the duration of the spell. The character dies Shield negates the magic missile spell,
Protection From evil 10’ radius must be cast Burning hands causes 1 HP of fire damage improves the magic-user’s saving throw,
when the spell wears off. on a character or a monster. It improves the per level of the caster. There is no saving and increases his AC.
Snake charm paralyzes as many HP of AC and saving throws of the target and all throw.
snakes as the cleric has HP. adjacent friendly characters by 2 against evil Shocking grasp does electrical damage
attackers. Charm person changes the target’s alle- of 1—8 HP, +1 HP per level of caster.
Spiritual hammer creates a temporary magic giance in a combat. It only affects targets
hammer that is automatically Readied. It can Sticks to snakes causes snakes to harass the of roughly human size and shape. Sleep puts 1—16 targets to sleep with no
strike at range and does normal hammer target. The target is unable to attack, move saving throw. Up to sixteen 1 hit-die targets
or cast spells for the duration of the spell. Detect magic indicates which equipment or are affected. One 4 hit-die target is affected.
damage.
treasure is magical. View a character’s items Targets of 5 or more hit-dice are unaffected.
THIRD LEVEL CLERICAL SPELLS FIFTH LEVEL CLERICAL SPELLS or Take treasure items. Equipment or trea-
Cure critical wounds heals 6—27 HP. sure preceded marked by an asterisk (*) is SECOND LEVEL MAGIC-USER SPELLS
Cure blindness removes the effect of the magical.
cause blindness spell. Detect invisibility allows the target to spot
Cause critical wounds causes 6—27 HP. invisible targets.
The target gets no saving throw. Enlarge makes the target larger and stronger.
Cause blindness reduces the target’s THAC0, The higher the caster’s level, the larger and
Armor Class and Saving Throws by 4. Invisibility makes the target invisible.
Dispel evil improves the target’s AC by stronger the target gets. If the caster is 6th The THAC0 of melee attacks against invisible
Cure disease removes the effects of disease 7 versus summoned evil creatures for the level the target becomes as strong as an targets is reduced by 4. It is impossible
caused by some monsters or caused by duration of the spell or until the target Ogre. If the caster is 10th level the target be- to target ranged attacks against invisible
a cause disease spell. successfully hits a summoned evil creature. comes as strong as a Fire Giant. A target can targets. Invisibility is dispelled when the
When the creature is hit, it must save versus only be under the effect of 1 enlarge spell at target attacks.
Cause disease gives the target a disease spells or be dispelled. a time. Unwilling targets get a saving throw
that saps his Strength and HP. against this effect. Knock is used to open locks. It can be cast
Flame strike does 6—48 HP to the target. from the door-opening menu if the active
Dispel magic removes the effects of spells If the target makes its save versus magic, Reduce negates the effect of an enlarge
that do not have specific counter spells. character has a memorized knock spell.
it takes half damage. spell.
Prayer improves the THAC0 and saving Mirror Image creates 1—4 illusionary dupli-
Raise dead allows the cleric to return any Friends raises the caster’s charisma cates of the magic-user. A duplicate disap-
throws of friendly characters by 1 and non-elf player character to life. 2—8 points. It is often cast just before
reduces the THAC0 and saving throw pears when it is attacked.
Slay living causes the target to save versus an encounter.
of monsters by 1.
death or die. If the target makes the saving Magic missile does 2-5 HP per missile with
throw he still takes 3—17 HP. no saving throw. A magic-user throws 1 mis-
sile at 1st-2nd level, 2 missiles at 3rd—4th

19 20
Ray of enfeeblement reduces the target’s Protection from evil, 10’ radius protects Fumble causes the target to be unable to Cone of cold does 1d4+1 HP per level of
strength by 25% + 2% per level of the caster. the target and all characters adjacent move or attack. If the target makes his sav- the caster to all targets in a cone shaped
to the tar-get. The spell improves the AC ing throw, he is affected by a slow spell. area. If the target makes its saving throw the
Stinking cloud paralyzes those in its area and saving throws of those it protects damage is halved.
for 2—5 rounds. If the target saves, it is not by 2 against evil attackers. Ice Storm does 3-30 HP to all targets within
paralyzed, but is nauseous and has its AC its area. There is no saving throw. Feeblemind reduces the target’s intelligence
reduced for 2 rounds. Protection from good, 10’ radius protects and wisdom to 3 so that the target cannot
the target and all characters adjacent to the Minor globe of invulnerability protects the cast spells. The saving throw of a human
Strength raises the target’s strength by 1—8 target. The spell improves the AC and sav- caster from incoming first, second, or third- magic-user is reduced by 4, the saving throw
points, depending on the class of the target. ing throws of those it protects by 2 against level spells. of a human cleric is improved by 1, and
THIRD LEVEL MAGIC-USER SPELLS good attackers. Remove curse removes the effects of the saving throw of non-human characters
a bestow curse spell and allows the target is reduced by 2. A feeblemind may only be
Blink protects the magic-user. The magic- Protection from normal missiles makes the removed by a heal spell from a temple.
target immune to non-magical missiles. to unready cursed magic items.
user ‘blinks out’ after he acts each round.
The magic-user may be physically attacked Bestow curse reduces the targets THAC0 Hold monster paralyzes up to 4 targets.
before he acts each round, but he may not
Slow affects 1 target per level of caster. The It will work on any living creature.
spell halves the target’s movement and num- and saving throw by 4.
be physically attacked after he acts.
ber of melee attacks per round. Slow can be FIFTH LEVEL MAGIC USER SPELLS
Dispel magic removes the effects of spells used to negate a haste spell.
that do not have specific counter spells. Cloudkill creates a cloud of vapor which
FOURTH LEVEL MAGIC-USER SPELLS instantly kills creatures with 4 or fewer hit
Fireball does 1d6 HP per level of the caster Charm monster changes the target’s alle- dice. Creatures with 4+1 to 5+1 hit dice
to all targets within its area. If the target giance in combat. It will work on any living must save versus poison at -4 or die.
makes its saving throw, the damage is creature. The spell affects 2—8 1st-level tar- Creatures with up to 6 hit dice must save
halved. A fireball has a 2” radius outdoors gets, 1—4 2nd-level targets, 1—2 3rd-level versus poison or die.
and a 3” radius indoors. targets, or 1 target of 4th-level or above.
Haste doubles the target’s movement and Confusion affects 2-16 targets. Each target
number of melee attacks per round. must make a saving throw each round or
Hold person paralyzes targets of roughly stand confused, become enraged, flee in
human size and shape. You may aim a hold terror or go berserk.
person spell at up to 4 targets. Dimension door allows the magic-user
Invisibility, 10’ radius makes all targets to teleport himself to another point on
adjacent to the caster invisible. The THAC0 the battlefield.
of melee attacks against invisible targets Fear causes all within its area to flee.
is reduced by 4. It is impossible to target
ranged attacks against invisible targets. Fire shield protects the magic-user so that
Invisibility is dispelled when a target attacks. any creature who hits the magic-user in
melee does normal damage, but takes twice
Lightning bolt does 1d6 HP per level of the that damage in return. The shield may be
caster to all targets within its area. If the attuned to heat attacks or cold attacks. The
target makes its saving throw, the damage magic-user takes half damage (no damage
is halved. A lightning bolt is 4 or 8 squares if he makes his saving throw) and has his
long in a line away from the caster. The bolt saving throw against the opposite form
will rebound off walls to reach its full length. of attack improved by 2. He takes double
damage from the form of attack the shield
is attuned to.

21 22
Ray of enfeeblement reduces the target’s Protection from evil, 10’ radius protects Fumble causes the target to be unable to Cone of cold does 1d4+1 HP per level of
strength by 25% + 2% per level of the caster. the target and all characters adjacent move or attack. If the target makes his sav- the caster to all targets in a cone shaped
to the tar-get. The spell improves the AC ing throw, he is affected by a slow spell. area. If the target makes its saving throw the
Stinking cloud paralyzes those in its area and saving throws of those it protects damage is halved.
for 2—5 rounds. If the target saves, it is not by 2 against evil attackers. Ice Storm does 3-30 HP to all targets within
paralyzed, but is nauseous and has its AC its area. There is no saving throw. Feeblemind reduces the target’s intelligence
reduced for 2 rounds. Protection from good, 10’ radius protects and wisdom to 3 so that the target cannot
the target and all characters adjacent to the Minor globe of invulnerability protects the cast spells. The saving throw of a human
Strength raises the target’s strength by 1—8 target. The spell improves the AC and sav- caster from incoming first, second, or third- magic-user is reduced by 4, the saving throw
points, depending on the class of the target. ing throws of those it protects by 2 against level spells. of a human cleric is improved by 1, and
THIRD LEVEL MAGIC-USER SPELLS good attackers. Remove curse removes the effects of the saving throw of non-human characters
a bestow curse spell and allows the target is reduced by 2. A feeblemind may only be
Blink protects the magic-user. The magic- Protection from normal missiles makes the removed by a heal spell from a temple.
target immune to non-magical missiles. to unready cursed magic items.
user ‘blinks out’ after he acts each round.
The magic-user may be physically attacked Bestow curse reduces the targets THAC0 Hold monster paralyzes up to 4 targets.
before he acts each round, but he may not
Slow affects 1 target per level of caster. The It will work on any living creature.
spell halves the target’s movement and num- and saving throw by 4.
be physically attacked after he acts.
ber of melee attacks per round. Slow can be FIFTH LEVEL MAGIC USER SPELLS
Dispel magic removes the effects of spells used to negate a haste spell.
that do not have specific counter spells. Cloudkill creates a cloud of vapor which
FOURTH LEVEL MAGIC-USER SPELLS instantly kills creatures with 4 or fewer hit
Fireball does 1d6 HP per level of the caster Charm monster changes the target’s alle- dice. Creatures with 4+1 to 5+1 hit dice
to all targets within its area. If the target giance in combat. It will work on any living must save versus poison at -4 or die.
makes its saving throw, the damage is creature. The spell affects 2—8 1st-level tar- Creatures with up to 6 hit dice must save
halved. A fireball has a 2” radius outdoors gets, 1—4 2nd-level targets, 1—2 3rd-level versus poison or die.
and a 3” radius indoors. targets, or 1 target of 4th-level or above.
Haste doubles the target’s movement and Confusion affects 2-16 targets. Each target
number of melee attacks per round. must make a saving throw each round or
Hold person paralyzes targets of roughly stand confused, become enraged, flee in
human size and shape. You may aim a hold terror or go berserk.
person spell at up to 4 targets. Dimension door allows the magic-user
Invisibility, 10’ radius makes all targets to teleport himself to another point on
adjacent to the caster invisible. The THAC0 the battlefield.
of melee attacks against invisible targets Fear causes all within its area to flee.
is reduced by 4. It is impossible to target
ranged attacks against invisible targets. Fire shield protects the magic-user so that
Invisibility is dispelled when a target attacks. any creature who hits the magic-user in
melee does normal damage, but takes twice
Lightning bolt does 1d6 HP per level of the that damage in return. The shield may be
caster to all targets within its area. If the attuned to heat attacks or cold attacks. The
target makes its saving throw, the damage magic-user takes half damage (no damage
is halved. A lightning bolt is 4 or 8 squares if he makes his saving throw) and has his
long in a line away from the caster. The bolt saving throw against the opposite form
will rebound off walls to reach its full length. of attack improved by 2. He takes double
damage from the form of attack the shield
is attuned to.

21 22
APPENDICES SPELL PARAMETERS LIST
This is a listing of spells available to player
4TH-LEVEL CLERICAL SPELLS
SPELL NAME WHEN RNG AREA DURATION

characters as they gain in level. The follow- Cure Serious Wounds Both T 1 -
ing are abbreviations used in the list: Cause Serious Wounds Cmbt T 1 -
RANGE OF ABILITY SCORES BY RACE
Cmbt = Combat only spell Neutralize Poison Camp T 1 -
ABILITY SCORE DWARF ELF GNOME HALF-ELF HALFLING HUMAN
Camp = Camp only spell Poison Cmbt T 1 -
Strength (Male) 8-18(99) 3-18(75) 6-18(50) 3-18(90) 6-17 3-18(00) Protection from
Both = Camp or Combat spell Evil 10’Radius Both T 2 dia 1t/lvl
Strength (Female) 8-17 3-16 6-15 3-17 6-14 3-18(50)
T = Touch Range Sticks to Snakes Cmbt 3 1 1r/lvl
Intelligence 3-18 8-18 7-18 4-18 6-18 3-18
dia = diameter
Wisdom 3-18 3-18 3-18 3-18 3-17 3-18
rad = radius 5TH-LEVEL CLERICAL SPELLS
Dexterity 3-17 7-19 3-18 6-18 8-18 3-18 All = All characters in combat SPELL NAME WHEN RNG AREA DURATION
Constitution 12-19 6-18 8-18 6-18 10-19 3-18 r = combat rounds
Charisma 3-16 8-18 3-18 3-18 3-18 3-18 Cure Critical Wounds Both T 1 -
t = turns
Cause Critical Wounds Cmbt T 1 -
Minimum Ability Score - Maximum Ability Score /lvl = per level of caster
(xx) = maximum percentage for an 18 strength Dispel Evil Both T 1 1r/lvl
targets = aim at each target.
Flame Strike Cmbt 6 1 -
Raise Dead Camp 3 1 -
MAXIMUM LEVEL LIMITS BY RACE, CLASS, AND PRIME REQUISITE 1ST-LEVEL CLERICAL SPELLS Slay Living Cmbt 3 1 -
CLASS ABILITY DWARF ELF GNOME HALF-ELF HALFLING HUMAN SPELL NAME WHEN RNG AREA DURATION
1ST-LEVEL DRUIDICAL SPELLS
Cleric Any no no no 5 no 10* Bless Both 6 5 dia 6r (FOR HIGH-LEVEL RANGERS)
Fighter STR 16- 7 5 5 6 4 12* Curse Cmbt 6 5 dia 6r SPELL NAME WHEN RNG AREA DURATION
STR 17 8 6 5 7 5 12* Cure Light Wounds Both T 1 -
STR 18+ 9 7 6 8 no 12* Detect Magic Both 0 1 12r
Cause Light Wounds Cmbt T 1 -
Entangle Cmbt 8 4 dia 1t
Paladin Any no no no no no 11* Detect Magic Both 0 1 1t Faerie Fire Cmbt 8 8 dia 4r/lvl
Ranger STR 16- no no no 6 no 11* Protection from Evil Both T 1 3r/lvl Invisibility to Animals Both T 1 1t+1r/lvl
STR 17 no no no 7 no 11* Protection from Good Both T 1 3r/lvl
STR 18+ no no no 8 no 11* Resist Cold Both T 1 1t/lvl 1ST-LEVEL MAGIC-USER SPELLS
Magic-User INT16- no 9 no 6 no 11* SPELL NAME WHEN RNG AREA DURATION
INT 17 no 10 no 7 no 11* 2ND-LEVEL CLERICAL SPELLS Burning Hands Cmbt T 1 -
INT18 no 11 no 8 no 11* SPELL NAME WHEN RNG AREA DURATION Charm Person Cmbt 12 1 -
Thief Any 12* 12* 12* 12* 12* 12* Detect Magic Both 0 1 2r/lvl
Find Traps Camp 3 1 3t
no: Characters of this race cannot be of this class. Hold Person Cmbt 6 1-3 targets 4r+1/lvl Enlarge Both .5/lvl 1 1t/lvl
: Highest Level Available in Curse of the Azure Bonds. Normal AD&D Characters have unlimited level advancement in these classes. Reduce Both .5/lvl 1 -
Resist Fire Both T 1 1t/lvl
Silence 15’ Radius Cmbt 12 3 dia 2r/lvl Friends Camp 0 All 1r/lvl
Magic Missile Cmbt 6+lvl 1 -
ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS Slow Poison Camp T 1 1 hour/lvl
Protection from Evil Both T 1 2r/lvl
CLASS MAX ARMOR SHIELD WEAPONS Snake Charm Cmbt 3 All 5-8r
Protection from Good Both T 1 2r/lvl
Spiritual Hammer Cmbt 3 1 1r/lvl
Cleric any any club, flail, hammer, mace, staff, staff sling Read Magic Camp 0 1 2r/lvl
Fighter any any any Shield Both 0 1 5r/lvl
3RD-LEVEL CLERICAL SPELLS Shocking Grasp Cmbt T 1 -
Paladin any any any
SPELL NAME WHEN RNG AREA DURATION
Ranger any any any Sleep Cmbt 3+lvl 1-16 5r/lvl
Magic-User none none dagger, dart, staff Cure Blindness Both T 1 -
Thief leather none club, dagger, dart, sling, short bow, one-handed swords Cause Blindness Cmbt T 1 - 2ND-LEVEL MAGIC-USER SPELLS
Cure Disease Camp T 1 - SPELL NAME WHEN RNG AREA DURATION

Cause Disease Cmbt T 1 - Detect Invisibility Both 0 All 5r/lvl


Dispel Magic Both 6 3x3 - Invisibility Both T 1 -
Prayer Cmbt 0 All 1r/lvl Knock Camp 6 1/lvl -
Remove Curse Both T 1 - Mirror Image Both 0 1 2r/lvl
Bestow Curse Cmbt T 1 1t/lvl Ray of Enfeeblement Cmbt 1+.25/lvl 1 1r/lvl
Stinking Cloud Cmbt 3 2x2 1r/lvl
Strength Camp T 1 6t/lvl

23 24
APPENDICES SPELL PARAMETERS LIST
This is a listing of spells available to player
4TH-LEVEL CLERICAL SPELLS
SPELL NAME WHEN RNG AREA DURATION

characters as they gain in level. The follow- Cure Serious Wounds Both T 1 -
ing are abbreviations used in the list: Cause Serious Wounds Cmbt T 1 -
RANGE OF ABILITY SCORES BY RACE
Cmbt = Combat only spell Neutralize Poison Camp T 1 -
ABILITY SCORE DWARF ELF GNOME HALF-ELF HALFLING HUMAN
Camp = Camp only spell Poison Cmbt T 1 -
Strength (Male) 8-18(99) 3-18(75) 6-18(50) 3-18(90) 6-17 3-18(00) Protection from
Both = Camp or Combat spell Evil 10’Radius Both T 2 dia 1t/lvl
Strength (Female) 8-17 3-16 6-15 3-17 6-14 3-18(50)
T = Touch Range Sticks to Snakes Cmbt 3 1 1r/lvl
Intelligence 3-18 8-18 7-18 4-18 6-18 3-18
dia = diameter
Wisdom 3-18 3-18 3-18 3-18 3-17 3-18
rad = radius 5TH-LEVEL CLERICAL SPELLS
Dexterity 3-17 7-19 3-18 6-18 8-18 3-18 All = All characters in combat SPELL NAME WHEN RNG AREA DURATION
Constitution 12-19 6-18 8-18 6-18 10-19 3-18 r = combat rounds
Charisma 3-16 8-18 3-18 3-18 3-18 3-18 Cure Critical Wounds Both T 1 -
t = turns
Cause Critical Wounds Cmbt T 1 -
Minimum Ability Score - Maximum Ability Score /lvl = per level of caster
(xx) = maximum percentage for an 18 strength Dispel Evil Both T 1 1r/lvl
targets = aim at each target.
Flame Strike Cmbt 6 1 -
Raise Dead Camp 3 1 -
MAXIMUM LEVEL LIMITS BY RACE, CLASS, AND PRIME REQUISITE 1ST-LEVEL CLERICAL SPELLS Slay Living Cmbt 3 1 -
CLASS ABILITY DWARF ELF GNOME HALF-ELF HALFLING HUMAN SPELL NAME WHEN RNG AREA DURATION
1ST-LEVEL DRUIDICAL SPELLS
Cleric Any no no no 5 no 10* Bless Both 6 5 dia 6r (FOR HIGH-LEVEL RANGERS)
Fighter STR 16- 7 5 5 6 4 12* Curse Cmbt 6 5 dia 6r SPELL NAME WHEN RNG AREA DURATION
STR 17 8 6 5 7 5 12* Cure Light Wounds Both T 1 -
STR 18+ 9 7 6 8 no 12* Detect Magic Both 0 1 12r
Cause Light Wounds Cmbt T 1 -
Entangle Cmbt 8 4 dia 1t
Paladin Any no no no no no 11* Detect Magic Both 0 1 1t Faerie Fire Cmbt 8 8 dia 4r/lvl
Ranger STR 16- no no no 6 no 11* Protection from Evil Both T 1 3r/lvl Invisibility to Animals Both T 1 1t+1r/lvl
STR 17 no no no 7 no 11* Protection from Good Both T 1 3r/lvl
STR 18+ no no no 8 no 11* Resist Cold Both T 1 1t/lvl 1ST-LEVEL MAGIC-USER SPELLS
Magic-User INT16- no 9 no 6 no 11* SPELL NAME WHEN RNG AREA DURATION
INT 17 no 10 no 7 no 11* 2ND-LEVEL CLERICAL SPELLS Burning Hands Cmbt T 1 -
INT18 no 11 no 8 no 11* SPELL NAME WHEN RNG AREA DURATION Charm Person Cmbt 12 1 -
Thief Any 12* 12* 12* 12* 12* 12* Detect Magic Both 0 1 2r/lvl
Find Traps Camp 3 1 3t
no: Characters of this race cannot be of this class. Hold Person Cmbt 6 1-3 targets 4r+1/lvl Enlarge Both .5/lvl 1 1t/lvl
: Highest Level Available in Curse of the Azure Bonds. Normal AD&D Characters have unlimited level advancement in these classes. Reduce Both .5/lvl 1 -
Resist Fire Both T 1 1t/lvl
Silence 15’ Radius Cmbt 12 3 dia 2r/lvl Friends Camp 0 All 1r/lvl
Magic Missile Cmbt 6+lvl 1 -
ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS Slow Poison Camp T 1 1 hour/lvl
Protection from Evil Both T 1 2r/lvl
CLASS MAX ARMOR SHIELD WEAPONS Snake Charm Cmbt 3 All 5-8r
Protection from Good Both T 1 2r/lvl
Spiritual Hammer Cmbt 3 1 1r/lvl
Cleric any any club, flail, hammer, mace, staff, staff sling Read Magic Camp 0 1 2r/lvl
Fighter any any any Shield Both 0 1 5r/lvl
3RD-LEVEL CLERICAL SPELLS Shocking Grasp Cmbt T 1 -
Paladin any any any
SPELL NAME WHEN RNG AREA DURATION
Ranger any any any Sleep Cmbt 3+lvl 1-16 5r/lvl
Magic-User none none dagger, dart, staff Cure Blindness Both T 1 -
Thief leather none club, dagger, dart, sling, short bow, one-handed swords Cause Blindness Cmbt T 1 - 2ND-LEVEL MAGIC-USER SPELLS
Cure Disease Camp T 1 - SPELL NAME WHEN RNG AREA DURATION

Cause Disease Cmbt T 1 - Detect Invisibility Both 0 All 5r/lvl


Dispel Magic Both 6 3x3 - Invisibility Both T 1 -
Prayer Cmbt 0 All 1r/lvl Knock Camp 6 1/lvl -
Remove Curse Both T 1 - Mirror Image Both 0 1 2r/lvl
Bestow Curse Cmbt T 1 1t/lvl Ray of Enfeeblement Cmbt 1+.25/lvl 1 1r/lvl
Stinking Cloud Cmbt 3 2x2 1r/lvl
Strength Camp T 1 6t/lvl

23 24
3RD-LEVEL MAGIC-USER SPELLS WEAPON LIST DAMAGE VS.
Notes for Weapon List:
+ Polearm
CLERIC
NUMBER OF SPELLS
SPELL NAME WHEN RNG AREA DURATION DAMAGE VS. LARGER THAN NUMBER HIT CLERICAL SPELL LEVEL
* Must have ready arrows to fire. Two Attacks per round.
NAME MAN SIZED MAN SIZED OF HANDS CLASS LEVEL EXPERIENCE DICE 1 2 3 4 5 LEVEL TITLE
Blink Both 0 1 1r/lvl # Must have ready quarrels to fire. One Attack per round.
Axe, Hand 1-6 1-4 1 f f=fighter, c=cleric, th=thief, mu=magic-user 1 0-1,500 1d8 1 - - - - Acolyte
Dispel Magic Cmbt 12 3x3 -
Fireball Cmbt 10+lvl 2 or 3 rad - Bardiche+ 2-8 3-12 2 f 2 1,501-3,000 2d8 2 - - - - Adept
Bastard Sword 2-8 2-16 2 f 3 3,001-6,000 3d8 2 1 - - - Priest
Haste Both 6 5 dia 3r+1/lvl ARMOR LIST - - -
Hold Person Cmbt 12 1-4 2r/lvl Battleaxe 1-8 1-8 1 f WEIGHT MAXIMUM
4 6,001-13,000 4d8 3 2 Curate
Invisibility 10’ Radius Both T 2 dia - Bec de Corbin+ 1-8 1-6 2 f ARMOR TYPE IN GP. AC MOVEMENT* 5 13,001-27,500 5d8 3 3 1 - - -
Lightning Bolt Cmbt 4+lvl 4,8 - Bill-Guisarme+ 2-8 1-10 2 f 6 27,501-55,000 6d8 3 3 2 - - Canon
None 0 10 -
Protection from Bo Stick 1-6 1-3 2 f 7 55,001-110,000 7d8 3 3 2 1 - Lama
Shield, Small# 50 9 -
Evil 10’ Rad Both T 2 dia 2r/lvl Broad Sword 2-8 2-7 1 f,th 8 110,001-225,000 8d8 3 3 3 2 - Patriarch
Leather 150 8 12 squares
Protection from Club 1-6 1-3 1 f,cl,th 9 225,001-450,000 9d8 4 4 3 2 1 High Priest
Padded 100 8 9 squares
Good 10’ Rad Both T 2 dia 2r/lvl Dagger 1-4 1-3 1 f,mu,th 10 450,001-675,000 9d8+2 4 4 3 3 2 -
Studded 200 7 9 squares
Protection from Dart 1-3 1-2 1 f,mu,th
Ring 250 7 9 squares • Bonus Spells For Clerics with High Wisdom Ability Score
Normal Missile Both T 1 1t/lvl Fauchard+ 1-6 1-8 2 f
Scale 400 6 6 squares
Slow Cmbt 9+lvl 5 dia Зr+1/lvl Fauchard-Fork+ 1-8 1-10 2 f
Chain 300 5 9 squares
Flail 2-7 2-8 1 f,cl CLERIC’S WISDOM
Splint 400 4 6 squares BONUS SPELLS
Fork, Military+ 1-8 2-8 2 f
4TH-LEVEL MAGIC-USER SPELLS Glaive+ 1-6 1-10 2 f
Banded 350 4 9 squares 1 2 3 4 5

SPELL NAME WHEN RNG AREA DURATION Plate 450 3 6 squares 9-12 - - - - -
Glaive, Guisarme+ 2-8 2-12 2 f
Charm Monster Cmbt 6 1+ - Guisarme + 2-8 1-8 2 f * A character carrying many objects, including a large number of coins, 13 +1 - - - -
can be limited in movement to a minimum of 3 squares per turn. 14 +2 - - - -
Confusion Cmbt 12 2-16, 3 rad 2r+1/lvl Guisarme-Voulge+ 2-8 2-8 2 f
# A Shield subtracts 1 AC from any armor its used with.
Dimension Door Cmbt 0 1 - Halberd+ 1-10 2-12 2 f 15 +2 +1 - - -
Fear Cmbt 0 6x3 cone 1r/lvl Lucern Hammer+ 2-8 1-6 2 f 16 +2 +2 - - -
Fire Shield (2 Types) Both 0 1 2r+1/lvl Hammer 2-5 1-4 1 f,cl 17 +2 +2 +1 - -
TABLE OF EXPERIENCE 18 +2 +2 +1 +1 -
Fumble Cmbt 1/lvl 1 1r/lvl Javelin 1-6 1-6 1 f
Ice Storm (Dmg only) Cmbt 1/lvl 5 dia - Jo Stick 1-6 1-4 1 f
PER LEVEL
Note that these bonus spells are only available when the cleric is
Min Globe of entitled to spells of the applicable level. Thus a 6th-level cleric with a
Long Sword 1-8 1-12 1 f,th The following charts show the amount of Wisdom of 18 can memorize the following spells:
Invulnerability Both 0 1 1r/lvl Mace 2-7 1-6 1 f,cl experience a character must earn in order to HUMBER OF SPELLS
Remove Curse Both T 1 - Morning Star 2-8 2-7 1 f gain a level in his character class. The charts 1 2 3 4 5
Bestow Curse Cmbt T 1 1t/lvl Partisan+ 1-6 2-7 2 f also list the number of spells that a character 6th-Level Cleric with 18 Wisdom 5 5 3 - -
Pick, Military 2-5 1-4 1 f can have memorized at one time. Fighters
5TH-LEVEL MAGIC-USER SPELLS Pike, Awl+ 1-6 2-12 1 f and Thieves can never memorize spells.
Quarterstaff 1-6 1-6 2 f,cl,mu
SPELL NAME WHEN RNG AREA DURATION Remember that all experience earned by a FIGHTER
Ranseur+ 2-8 2-8 2 f
Cloudkill Cmbt 1 3x3 1r/lvl non-human, multiple-class character is divid-
Scimitar 1-8 1-8 1 f,th HIT
Cone of Cold Cmbt 0 .5/lvl cone - ed by the number of classes the character LEVEL EXPERIENCE DICE LEVEL TITLE
Short Sword 1-6 1-8 1 f,th
Feeblemind Cmbt 1/lvl 1 - has. The experience is divided even after the
Spear 1-6 1-8 1 f 1 0-2,000 1d10 Veteran
Hold Monster Cmbt .5/lvl 1-4 targets 1r/lvl character has reached his maximum level in
Spetum+ 2-7 2-12 2 f 2 2,001-4,000 2d10 Warrior
a particular class. A Human dual-class charac-
Trident 2-7 3-12 1 f 3 4,001-8,000 3d10 Swordsman
ter only earns experience in his second class.
Two-Handed Sword 1-10 3-18 2 f 4 8,001-18,000 4d10 Hero
The character cannot use the abilities of his
Voulge+ 2-8 2-8 2 f 5 18,001-35,000 5d10 Swashbuckler
first class until his level in his second class
Composite 6 35,001-70,000 6d10 Myrmidon
Long Bow* 1-6 1-6 2 f
exceeds his level in his first class.
7 70,001-125,000 7d10 Champion
Composite 8 125,001-250,000 8d10 Superhero
Short Bow* 1-6 1-6 2 f 9 250,001-500,000 9d10 Lord
Long Bow* 1-6 1-6 2 f 10 500,001-750,000 9d10+3 -
Light Crossbow# 1-4 1-4 2 f 11 750,001-1,000,000 9d10+6 -
Short Bow* 1-6 1-6 2 f,th 12 1,000,001-1,250,000 9d10+9 -
Sling 2-5 2-7 1 f,th
Staff Sling 2-5 2-7 2 f,cl
(See notes, next column...)
25 26
3RD-LEVEL MAGIC-USER SPELLS WEAPON LIST DAMAGE VS.
Notes for Weapon List:
+ Polearm
CLERIC
NUMBER OF SPELLS
SPELL NAME WHEN RNG AREA DURATION DAMAGE VS. LARGER THAN NUMBER HIT CLERICAL SPELL LEVEL
* Must have ready arrows to fire. Two Attacks per round.
NAME MAN SIZED MAN SIZED OF HANDS CLASS LEVEL EXPERIENCE DICE 1 2 3 4 5 LEVEL TITLE
Blink Both 0 1 1r/lvl # Must have ready quarrels to fire. One Attack per round.
Axe, Hand 1-6 1-4 1 f f=fighter, c=cleric, th=thief, mu=magic-user 1 0-1,500 1d8 1 - - - - Acolyte
Dispel Magic Cmbt 12 3x3 -
Fireball Cmbt 10+lvl 2 or 3 rad - Bardiche+ 2-8 3-12 2 f 2 1,501-3,000 2d8 2 - - - - Adept
Bastard Sword 2-8 2-16 2 f 3 3,001-6,000 3d8 2 1 - - - Priest
Haste Both 6 5 dia 3r+1/lvl ARMOR LIST - - -
Hold Person Cmbt 12 1-4 2r/lvl Battleaxe 1-8 1-8 1 f WEIGHT MAXIMUM
4 6,001-13,000 4d8 3 2 Curate
Invisibility 10’ Radius Both T 2 dia - Bec de Corbin+ 1-8 1-6 2 f ARMOR TYPE IN GP. AC MOVEMENT* 5 13,001-27,500 5d8 3 3 1 - - -
Lightning Bolt Cmbt 4+lvl 4,8 - Bill-Guisarme+ 2-8 1-10 2 f 6 27,501-55,000 6d8 3 3 2 - - Canon
None 0 10 -
Protection from Bo Stick 1-6 1-3 2 f 7 55,001-110,000 7d8 3 3 2 1 - Lama
Shield, Small# 50 9 -
Evil 10’ Rad Both T 2 dia 2r/lvl Broad Sword 2-8 2-7 1 f,th 8 110,001-225,000 8d8 3 3 3 2 - Patriarch
Leather 150 8 12 squares
Protection from Club 1-6 1-3 1 f,cl,th 9 225,001-450,000 9d8 4 4 3 2 1 High Priest
Padded 100 8 9 squares
Good 10’ Rad Both T 2 dia 2r/lvl Dagger 1-4 1-3 1 f,mu,th 10 450,001-675,000 9d8+2 4 4 3 3 2 -
Studded 200 7 9 squares
Protection from Dart 1-3 1-2 1 f,mu,th
Ring 250 7 9 squares • Bonus Spells For Clerics with High Wisdom Ability Score
Normal Missile Both T 1 1t/lvl Fauchard+ 1-6 1-8 2 f
Scale 400 6 6 squares
Slow Cmbt 9+lvl 5 dia Зr+1/lvl Fauchard-Fork+ 1-8 1-10 2 f
Chain 300 5 9 squares
Flail 2-7 2-8 1 f,cl CLERIC’S WISDOM
Splint 400 4 6 squares BONUS SPELLS
Fork, Military+ 1-8 2-8 2 f
4TH-LEVEL MAGIC-USER SPELLS Glaive+ 1-6 1-10 2 f
Banded 350 4 9 squares 1 2 3 4 5

SPELL NAME WHEN RNG AREA DURATION Plate 450 3 6 squares 9-12 - - - - -
Glaive, Guisarme+ 2-8 2-12 2 f
Charm Monster Cmbt 6 1+ - Guisarme + 2-8 1-8 2 f * A character carrying many objects, including a large number of coins, 13 +1 - - - -
can be limited in movement to a minimum of 3 squares per turn. 14 +2 - - - -
Confusion Cmbt 12 2-16, 3 rad 2r+1/lvl Guisarme-Voulge+ 2-8 2-8 2 f
# A Shield subtracts 1 AC from any armor its used with.
Dimension Door Cmbt 0 1 - Halberd+ 1-10 2-12 2 f 15 +2 +1 - - -
Fear Cmbt 0 6x3 cone 1r/lvl Lucern Hammer+ 2-8 1-6 2 f 16 +2 +2 - - -
Fire Shield (2 Types) Both 0 1 2r+1/lvl Hammer 2-5 1-4 1 f,cl 17 +2 +2 +1 - -
TABLE OF EXPERIENCE 18 +2 +2 +1 +1 -
Fumble Cmbt 1/lvl 1 1r/lvl Javelin 1-6 1-6 1 f
Ice Storm (Dmg only) Cmbt 1/lvl 5 dia - Jo Stick 1-6 1-4 1 f
PER LEVEL
Note that these bonus spells are only available when the cleric is
Min Globe of entitled to spells of the applicable level. Thus a 6th-level cleric with a
Long Sword 1-8 1-12 1 f,th The following charts show the amount of Wisdom of 18 can memorize the following spells:
Invulnerability Both 0 1 1r/lvl Mace 2-7 1-6 1 f,cl experience a character must earn in order to HUMBER OF SPELLS
Remove Curse Both T 1 - Morning Star 2-8 2-7 1 f gain a level in his character class. The charts 1 2 3 4 5
Bestow Curse Cmbt T 1 1t/lvl Partisan+ 1-6 2-7 2 f also list the number of spells that a character 6th-Level Cleric with 18 Wisdom 5 5 3 - -
Pick, Military 2-5 1-4 1 f can have memorized at one time. Fighters
5TH-LEVEL MAGIC-USER SPELLS Pike, Awl+ 1-6 2-12 1 f and Thieves can never memorize spells.
Quarterstaff 1-6 1-6 2 f,cl,mu
SPELL NAME WHEN RNG AREA DURATION Remember that all experience earned by a FIGHTER
Ranseur+ 2-8 2-8 2 f
Cloudkill Cmbt 1 3x3 1r/lvl non-human, multiple-class character is divid-
Scimitar 1-8 1-8 1 f,th HIT
Cone of Cold Cmbt 0 .5/lvl cone - ed by the number of classes the character LEVEL EXPERIENCE DICE LEVEL TITLE
Short Sword 1-6 1-8 1 f,th
Feeblemind Cmbt 1/lvl 1 - has. The experience is divided even after the
Spear 1-6 1-8 1 f 1 0-2,000 1d10 Veteran
Hold Monster Cmbt .5/lvl 1-4 targets 1r/lvl character has reached his maximum level in
Spetum+ 2-7 2-12 2 f 2 2,001-4,000 2d10 Warrior
a particular class. A Human dual-class charac-
Trident 2-7 3-12 1 f 3 4,001-8,000 3d10 Swordsman
ter only earns experience in his second class.
Two-Handed Sword 1-10 3-18 2 f 4 8,001-18,000 4d10 Hero
The character cannot use the abilities of his
Voulge+ 2-8 2-8 2 f 5 18,001-35,000 5d10 Swashbuckler
first class until his level in his second class
Composite 6 35,001-70,000 6d10 Myrmidon
Long Bow* 1-6 1-6 2 f
exceeds his level in his first class.
7 70,001-125,000 7d10 Champion
Composite 8 125,001-250,000 8d10 Superhero
Short Bow* 1-6 1-6 2 f 9 250,001-500,000 9d10 Lord
Long Bow* 1-6 1-6 2 f 10 500,001-750,000 9d10+3 -
Light Crossbow# 1-4 1-4 2 f 11 750,001-1,000,000 9d10+6 -
Short Bow* 1-6 1-6 2 f,th 12 1,000,001-1,250,000 9d10+9 -
Sling 2-5 2-7 1 f,th
Staff Sling 2-5 2-7 2 f,cl
(See notes, next column...)
25 26
PALADIN NUMBER OF SPELLS
MAGIC-USER NUMBER OF SPELLS GLOSSARY OF AD&D GAME Facing. In combat, a character faces a cer-
HIT CLERICAL SPELL LEVEL MAGIC-USER TERMS AND COMPUTER TERMS tain direction. An attack from the direction
HIT SPELL LEVEL
LEVEL EXPERIENCE DICE 1 2 LEVEL TITLE
LEVEL EXPERIENCE DICE 1 2 3 4 5 LEVEL TITLE
he is not facing has a greater chance of do-
1 0-2,750 1d10 - - Gallant
Ability Scores. These are numbers that ing damage. A character will always face an
1 0-2,500 1d4 1 - - - - Prestidigitator describe the attributes of the characters. opponent if he has only one opponent.
2 2,751-5,500 2d10 - - Keeper
2 2,501-5,000 2d4 2 - - - - Evoker There are six ability scores: Strength, Intelli-
3 5,501-12,000 3d10 - - Protector Hit Points (HP). This is a measure of how
3 5,001-10,000 3d4 2 1 - - - Conjurer gence, Wisdom, Dexterity, Constitution, and
4 12,001-24,000 4d10 - - Defender healthy a character is. Damage from weap-
4 10,001-22,500 4d4 3 2 - - - Theurgist Charisma. Ability scores range from 3 to 18,
5 24,001-45,000 5d10 - - Warder ons subtracts hit points from the character’s
5 22,501-40,000 5d4 4 2 1 - - Thaumaturgist the higher the better.
6 45,001-95,000 6d10 - - Guardian total. When he has lost all of his hit points,
6 40,001-60,000 6d4 4 2 2 - - Magician
7 95,001-175,000 7d10 - - Chevalier
7 60,001-90,000 7d4 4 3 2 1 - Enchanter
Adventurer. This is a term for one of the he is unconscious and dying. If his wounds
8 175,001-350,000 8d10 - - Justiciar characters you play in this game. are bound by another party member, he is
8 90,001-135,000 8d4 4 3 3 2 - Warlock
9 350,001-700,000 9d10 1 - Paladin simply unconscious.
9 135,001-250,000 9d4 4 3 3 2 1 Sorcerer Alignment. This is the basic philosophy
10 700,001- -
10 250,001-375,000 10d4 4 4 3 2 2 Necromancer of a character. See Alignment on page 7. Icon. This is the small picture of a monster
1,050,000 9d10+3 2 - -
11 375,001-750,000 11d4 4 4 4 3 3 Wizard or a character seen in the initial stages of
11 1,050,001- Character. This is another name for one
1,400,000 9d10+6 2 1 - of the persons you play in the game. an encounter and during combat. Character
A party consists of several characters. icons can be altered using the Alter com-
THIEF mand in the Camp Menu.
HIT Command. A one or two-word option in a
RANGER LEVEL EXPERIENCE DICE LEVEL TITLE menu. Activating that command allows you Initiative. This is a semi-random determi-
NUMBER OF SPELLS
either to view another menu or have your nation of which character in a combat acts
DRUIDIC & MAGIC- 1 0-1,250 1d6 Rogue first. The characters with higher dexterities
HIT USER SPELL LEVEL
2 1,251-2,500 2d6 Footpad characters perform an action.
LEVEL EXPERIENCE DICE 1 2 LEVEL TITLE have a better chance for a higher initiative.
3 2,501-5,000 3d6 Cutpurse Dual-Class Character. This is a human
1 0-2,250 2d8 - - Runner Level. This describes the power of a number
4 5,001-10,000 4d6 Robber character who had one class for the first
2 2,251-4,500 3d8 - - Strider of different items. The power of characters,
5 10,001-20,000 5d6 Burglar part of his life, and then changed into a new
3 4,501-10,000 4d8 - - Scout dungeons, monsters, and spells are all de-
6 20,001-42,500 6d6 Filcher class for the remainder of his life. Once
4 10,001-20,000 5d8 - - Courser scribed with levels.
7 42,501-70,000 7d6 Sharper a character changes classes he cannot
5 20,001-40,000 6d8 - - Tracker
8 70,001-110,000 8d6 Magsman advance in his old class. If the character’s • Character Level. This is a determination of
6 40,001-90,000 7d8 - - Guide
9 110,001-160,000 9d6 Thief level in his new class does not exceed his how much experience a character has. The
7 90,001-150,000 8d8 - - Pathfinder
10 160,001-220,000 10d6 Master Thief level in his old class then the character higher the level, the more experienced and
8 150,001-225,000 9d8 1 - Ranger
11 220,001-440,000 10d6+2 - cannot use the abilities of the old class. important the character is. High-level spell-
9 225,001-325,000 10d8 1 1 Ranger Knight
12 440,001-660,000 10d6+4 - Once the character’s level in his new class casters can cast high-level spells.
10 325,001-650,000 11d8 2 1 Ranger Lord
exceeds his level in his old class, he may
11 650,001-975,000 11d8+2 2 2 - • Dungeon Level. This is a measure of how
use abilities from both classes.
far down in the earth a dungeon is. For the
Encounter. This is what happens when most part, the further down one is, the more
a party meets a monster. You are given ferocious the monsters. Thus, a high-level
a menu of choices of how you want to dungeon refers either to how deep it goes
handle the situation. or the relative toughness of the monsters’
Enter. The act of giving a command to the Monster Level. This is a measure of how
computer. How this is done varies depending powerful monsters are. The higher the level,
on the computer. the more powerful the monster.

Experience Points (XP). Every encounter • Spell Level. Spells come in degrees of
the characters have yields experience points difficulty. The higher the level of the spell,
for every character depending on how the greater the difficulty. Only very expe-
successful the encounter was for the party. rienced magic-users and clerics can learn
A character who gains enough XP can high-level spells.
advance a level if he has enough gold
for training.

27 28
PALADIN NUMBER OF SPELLS
MAGIC-USER NUMBER OF SPELLS GLOSSARY OF AD&D GAME Facing. In combat, a character faces a cer-
HIT CLERICAL SPELL LEVEL MAGIC-USER TERMS AND COMPUTER TERMS tain direction. An attack from the direction
HIT SPELL LEVEL
LEVEL EXPERIENCE DICE 1 2 LEVEL TITLE
LEVEL EXPERIENCE DICE 1 2 3 4 5 LEVEL TITLE
he is not facing has a greater chance of do-
1 0-2,750 1d10 - - Gallant
Ability Scores. These are numbers that ing damage. A character will always face an
1 0-2,500 1d4 1 - - - - Prestidigitator describe the attributes of the characters. opponent if he has only one opponent.
2 2,751-5,500 2d10 - - Keeper
2 2,501-5,000 2d4 2 - - - - Evoker There are six ability scores: Strength, Intelli-
3 5,501-12,000 3d10 - - Protector Hit Points (HP). This is a measure of how
3 5,001-10,000 3d4 2 1 - - - Conjurer gence, Wisdom, Dexterity, Constitution, and
4 12,001-24,000 4d10 - - Defender healthy a character is. Damage from weap-
4 10,001-22,500 4d4 3 2 - - - Theurgist Charisma. Ability scores range from 3 to 18,
5 24,001-45,000 5d10 - - Warder ons subtracts hit points from the character’s
5 22,501-40,000 5d4 4 2 1 - - Thaumaturgist the higher the better.
6 45,001-95,000 6d10 - - Guardian total. When he has lost all of his hit points,
6 40,001-60,000 6d4 4 2 2 - - Magician
7 95,001-175,000 7d10 - - Chevalier
7 60,001-90,000 7d4 4 3 2 1 - Enchanter
Adventurer. This is a term for one of the he is unconscious and dying. If his wounds
8 175,001-350,000 8d10 - - Justiciar characters you play in this game. are bound by another party member, he is
8 90,001-135,000 8d4 4 3 3 2 - Warlock
9 350,001-700,000 9d10 1 - Paladin simply unconscious.
9 135,001-250,000 9d4 4 3 3 2 1 Sorcerer Alignment. This is the basic philosophy
10 700,001- -
10 250,001-375,000 10d4 4 4 3 2 2 Necromancer of a character. See Alignment on page 7. Icon. This is the small picture of a monster
1,050,000 9d10+3 2 - -
11 375,001-750,000 11d4 4 4 4 3 3 Wizard or a character seen in the initial stages of
11 1,050,001- Character. This is another name for one
1,400,000 9d10+6 2 1 - of the persons you play in the game. an encounter and during combat. Character
A party consists of several characters. icons can be altered using the Alter com-
THIEF mand in the Camp Menu.
HIT Command. A one or two-word option in a
RANGER LEVEL EXPERIENCE DICE LEVEL TITLE menu. Activating that command allows you Initiative. This is a semi-random determi-
NUMBER OF SPELLS
either to view another menu or have your nation of which character in a combat acts
DRUIDIC & MAGIC- 1 0-1,250 1d6 Rogue first. The characters with higher dexterities
HIT USER SPELL LEVEL
2 1,251-2,500 2d6 Footpad characters perform an action.
LEVEL EXPERIENCE DICE 1 2 LEVEL TITLE have a better chance for a higher initiative.
3 2,501-5,000 3d6 Cutpurse Dual-Class Character. This is a human
1 0-2,250 2d8 - - Runner Level. This describes the power of a number
4 5,001-10,000 4d6 Robber character who had one class for the first
2 2,251-4,500 3d8 - - Strider of different items. The power of characters,
5 10,001-20,000 5d6 Burglar part of his life, and then changed into a new
3 4,501-10,000 4d8 - - Scout dungeons, monsters, and spells are all de-
6 20,001-42,500 6d6 Filcher class for the remainder of his life. Once
4 10,001-20,000 5d8 - - Courser scribed with levels.
7 42,501-70,000 7d6 Sharper a character changes classes he cannot
5 20,001-40,000 6d8 - - Tracker
8 70,001-110,000 8d6 Magsman advance in his old class. If the character’s • Character Level. This is a determination of
6 40,001-90,000 7d8 - - Guide
9 110,001-160,000 9d6 Thief level in his new class does not exceed his how much experience a character has. The
7 90,001-150,000 8d8 - - Pathfinder
10 160,001-220,000 10d6 Master Thief level in his old class then the character higher the level, the more experienced and
8 150,001-225,000 9d8 1 - Ranger
11 220,001-440,000 10d6+2 - cannot use the abilities of the old class. important the character is. High-level spell-
9 225,001-325,000 10d8 1 1 Ranger Knight
12 440,001-660,000 10d6+4 - Once the character’s level in his new class casters can cast high-level spells.
10 325,001-650,000 11d8 2 1 Ranger Lord
exceeds his level in his old class, he may
11 650,001-975,000 11d8+2 2 2 - • Dungeon Level. This is a measure of how
use abilities from both classes.
far down in the earth a dungeon is. For the
Encounter. This is what happens when most part, the further down one is, the more
a party meets a monster. You are given ferocious the monsters. Thus, a high-level
a menu of choices of how you want to dungeon refers either to how deep it goes
handle the situation. or the relative toughness of the monsters’
Enter. The act of giving a command to the Monster Level. This is a measure of how
computer. How this is done varies depending powerful monsters are. The higher the level,
on the computer. the more powerful the monster.

Experience Points (XP). Every encounter • Spell Level. Spells come in degrees of
the characters have yields experience points difficulty. The higher the level of the spell,
for every character depending on how the greater the difficulty. Only very expe-
successful the encounter was for the party. rienced magic-users and clerics can learn
A character who gains enough XP can high-level spells.
advance a level if he has enough gold
for training.

27 28
Magic. This term covers spellcasting, Non-Player Character (NPC). This is
enchanted items, and any other application a member of a player race who is not
of the supernatural. controlled by the player. Some NPCs can CREDITS
be brought into a party.
Melee Combat. This is hand-to-hand combat Based on the TSR Inc. novel, Azure Bonds by Kate Novak and Jeff Grubb
with weapons such as swords, spears, Party. The group of adventurers you form and on the TSR Inc. AD&D Module, Curse of the Azure Bonds
and fists. to perform the missions you are given. by Jeff Grubb and George MacDonald.
A party can be reformed for each adven-
Missile Combat. This is ranged combat ture, and even altered during the course
with weapons such as bows and arrows, of an adventure. Game Creation: SSI Special Projects Group
cross-bows and quarrels, and slings and Project Manager: Chuck Kroegel
sling-stones. Player Character (PC). This is a member
Project Leader: George MacDonald
of a player race who is controlled by the
Monster. This term actually includes human player. The characters in your adventuring Commodore 64 and Apple II Programing: Keith Brors, Paul Murray, Jim Jennings
and other player races as well as ogres and party are PCs. Additional Commodore 64 Programing: Westwood Associates, Raymond J. Huges,
dragons. In general, if it isn’t part of your Peter Schmitt, Eric Nickelson
party, it’s a monster. Monsters are not nec- Spell. This is a magic incantation that can
essarily hostile; some may be helpful. That’s alter the nature of reality. Magic-users, IBM Programing: Scot Bayless, Russ Brown,
what the Parlay command in the Encounter clerics, and high-level paladins and rangers Michael Mancuso
Menu is for. can cast spells after memorizing them. If the Development: David Shelley, Michael Mancuso,
spell is cast, it is gone from the user’s mind Oran Kangas
Multi-Class Characters. Non-human charac- and must be re-memorized. Tom Wahl, Fred Butts, Mark Johnson,
Artists:
ters may belong to two or three classes at Cyrus Lum, Susan Manley
the same time. Such multi-class characters Spell Book. The book a magic-user carries
split their experience among all their class- his spells in. If he doesn’t have a magic Music and Sound Effects: Dave Warhol
es, even if they have reached their racial book, he has no spells to memorize. In House Playtesting: Jim Jennings, James Kucera, Rick White,
maximum class. Robert Daly
Additional Playtesting: Graeme Bayless, Victor Penman
Documentation: George MacDonald
Customized Apple Disk Operating System: Roland Gustafsson
Art, Graphic Design, and Desktop Publishing: Louis Saekow Design: Peter Gascoyne &
David Boudreau
Pre-press Production: Louis Saekow Design: Kirk Nichols
Printing: Muller Printing Co.

APPLE II AND IBM COMPATIBLE COMPUTER INFORMATION:


Many of our games will work on Apple II and IBM compatible computers. Most of our games will work on an Apple II GS in
the Apple II emulation mode.
If you own an Apple II GS, Apple compatible or IBM compatible computer we suggest that you consult with our Technical
Hotline at (408) 737-6810 any workday between the hours of 9 a.m. and 5 p.m., Pacific Time, to see if an SSI game you’re
considering purchasing is compatible with your computer. If we have insufficient data to determine compatibility, you may
wish to purchase the game and test for compatibility yourself. If the game proves to be incompatible, you may return it
within 14 days with your dated receipt and we will refund your money. Or, if you return the game within 30 days, you may
exchange the game for another.

29
Magic. This term covers spellcasting, Non-Player Character (NPC). This is
enchanted items, and any other application a member of a player race who is not
of the supernatural. controlled by the player. Some NPCs can CREDITS
be brought into a party.
Melee Combat. This is hand-to-hand combat Based on the TSR Inc. novel, Azure Bonds by Kate Novak and Jeff Grubb
with weapons such as swords, spears, Party. The group of adventurers you form and on the TSR Inc. AD&D Module, Curse of the Azure Bonds
and fists. to perform the missions you are given. by Jeff Grubb and George MacDonald.
A party can be reformed for each adven-
Missile Combat. This is ranged combat ture, and even altered during the course
with weapons such as bows and arrows, of an adventure. Game Creation: SSI Special Projects Group
cross-bows and quarrels, and slings and Project Manager: Chuck Kroegel
sling-stones. Player Character (PC). This is a member
Project Leader: George MacDonald
of a player race who is controlled by the
Monster. This term actually includes human player. The characters in your adventuring Commodore 64 and Apple II Programing: Keith Brors, Paul Murray, Jim Jennings
and other player races as well as ogres and party are PCs. Additional Commodore 64 Programing: Westwood Associates, Raymond J. Huges,
dragons. In general, if it isn’t part of your Peter Schmitt, Eric Nickelson
party, it’s a monster. Monsters are not nec- Spell. This is a magic incantation that can
essarily hostile; some may be helpful. That’s alter the nature of reality. Magic-users, IBM Programing: Scot Bayless, Russ Brown,
what the Parlay command in the Encounter clerics, and high-level paladins and rangers Michael Mancuso
Menu is for. can cast spells after memorizing them. If the Development: David Shelley, Michael Mancuso,
spell is cast, it is gone from the user’s mind Oran Kangas
Multi-Class Characters. Non-human charac- and must be re-memorized. Tom Wahl, Fred Butts, Mark Johnson,
Artists:
ters may belong to two or three classes at Cyrus Lum, Susan Manley
the same time. Such multi-class characters Spell Book. The book a magic-user carries
split their experience among all their class- his spells in. If he doesn’t have a magic Music and Sound Effects: Dave Warhol
es, even if they have reached their racial book, he has no spells to memorize. In House Playtesting: Jim Jennings, James Kucera, Rick White,
maximum class. Robert Daly
Additional Playtesting: Graeme Bayless, Victor Penman
Documentation: George MacDonald
Customized Apple Disk Operating System: Roland Gustafsson
Art, Graphic Design, and Desktop Publishing: Louis Saekow Design: Peter Gascoyne &
David Boudreau
Pre-press Production: Louis Saekow Design: Kirk Nichols
Printing: Muller Printing Co.

APPLE II AND IBM COMPATIBLE COMPUTER INFORMATION:


Many of our games will work on Apple II and IBM compatible computers. Most of our games will work on an Apple II GS in
the Apple II emulation mode.
If you own an Apple II GS, Apple compatible or IBM compatible computer we suggest that you consult with our Technical
Hotline at (408) 737-6810 any workday between the hours of 9 a.m. and 5 p.m., Pacific Time, to see if an SSI game you’re
considering purchasing is compatible with your computer. If we have insufficient data to determine compatibility, you may
wish to purchase the game and test for compatibility yourself. If the game proves to be incompatible, you may return it
within 14 days with your dated receipt and we will refund your money. Or, if you return the game within 30 days, you may
exchange the game for another.

29
LIMITED WARRANTY
Strategic Simulations, Inc. (“SSI”) warrants that the diskette(s) on which the enclosed program is recorded will be
free from defects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days
of purchase the diskette(s) prove detective in any way, you may return the diskette(s) to Strategic Simulations, Inc.,
675 Almanor Ave., Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the
diskette(s) prove defective at any time after the first 30 days, return the diskette(s) to SSI and SSI will replace the
diskette(s) for a charge of $10.00 (each disk) plus $3.00 for shipping and handling. California residents, add appli-
cable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM
RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR QUALITY, PERFORMANCE,
MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD “AS
IS.” THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE
LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT
IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME
STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDEN-
TAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, and the TSR logo are trademarks owned by
and used under license from TSR Inc., Lake Geneva, WI. USA
Copyright ©1989 Strategic Simulations, Inc. All Rights Reserved. Copyright ©1989 TSR, Inc. All
Rights Reserved.
This handbook, any other accompanying printed material and the computer programs, on the accompanying floppy
disks or cassettes, described herein, are copyrighted and include proprietary information belonging to SSI, Inc. and
TSR, Inc. No one is permitted to give or sell copies of this handbook, any other accompanying printed material and
the computer programs, on the accompanying floppy disks or cassettes or listings of the programs on the disks or
cassettes to any person or institution except as provided for by written agreement with TSR, Inc. No one may copy,
photocopy, reproduce, translate or reduce to machine readable form this handbook or any other accompanying print-
ed material, in whole or in part, without the prior written consent of TSR, Inc.
Any person/persons reproducing any portion of this program for any reason, in any media, shall be guilty of Copyright
violation and subject to the appropriate civil or criminal legal action at the discretion of the copyright holder(s).

WHAT TO DO IF YOU HAVE A DEFECTIVE DISK


Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover
and correct any errors in programming. However, due to the complex nature of our simulations, some program er-
rors may go undetected until after publication. In addition to errors in the program, there are occasionally problems
with the disk itself. We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks.
Before assuming that a disk is defective, make sure to check your disk drive. Up to 95% of the disks returned to us
as defective will run fine on our computer systems. Often the problem is with a disk drive that needs servicing for
alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer
Support Department, along with a note describing the problem you have encountered. A replacement disk will be
provided upon our receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer
Support Department. Please enclose a description of what was taking place in the game when the error occurred.
Upon correction of the program error, we will return an updated disk to you.
Always make sure to include your name, address, and daytime telephone number with any correspondence. We will
do our best to see that any problems are corrected as soon as possible.
LIMITED WARRANTY
Strategic Simulations, Inc. (“SSI”) warrants that the diskette(s) on which the enclosed program is recorded will be
free from defects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days
of purchase the diskette(s) prove detective in any way, you may return the diskette(s) to Strategic Simulations, Inc.,
675 Almanor Ave., Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the
diskette(s) prove defective at any time after the first 30 days, return the diskette(s) to SSI and SSI will replace the
diskette(s) for a charge of $10.00 (each disk) plus $3.00 for shipping and handling. California residents, add appli-
cable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM
RECORDED ON THE DISKETTE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR QUALITY, PERFORMANCE,
MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD “AS
IS.” THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE
LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT
IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME
STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDEN-
TAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, and the TSR logo are trademarks owned by
and used under license from TSR Inc., Lake Geneva, WI. USA
Copyright ©1989 Strategic Simulations, Inc. All Rights Reserved. Copyright ©1989 TSR, Inc. All
Rights Reserved.
This handbook, any other accompanying printed material and the computer programs, on the accompanying floppy
disks or cassettes, described herein, are copyrighted and include proprietary information belonging to SSI, Inc. and
TSR, Inc. No one is permitted to give or sell copies of this handbook, any other accompanying printed material and
the computer programs, on the accompanying floppy disks or cassettes or listings of the programs on the disks or
cassettes to any person or institution except as provided for by written agreement with TSR, Inc. No one may copy,
photocopy, reproduce, translate or reduce to machine readable form this handbook or any other accompanying print-
ed material, in whole or in part, without the prior written consent of TSR, Inc.
Any person/persons reproducing any portion of this program for any reason, in any media, shall be guilty of Copyright
violation and subject to the appropriate civil or criminal legal action at the discretion of the copyright holder(s).

WHAT TO DO IF YOU HAVE A DEFECTIVE DISK


Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover
and correct any errors in programming. However, due to the complex nature of our simulations, some program er-
rors may go undetected until after publication. In addition to errors in the program, there are occasionally problems
with the disk itself. We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks.
Before assuming that a disk is defective, make sure to check your disk drive. Up to 95% of the disks returned to us
as defective will run fine on our computer systems. Often the problem is with a disk drive that needs servicing for
alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer
Support Department, along with a note describing the problem you have encountered. A replacement disk will be
provided upon our receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer
Support Department. Please enclose a description of what was taking place in the game when the error occurred.
Upon correction of the program error, we will return an updated disk to you.
Always make sure to include your name, address, and daytime telephone number with any correspondence. We will
do our best to see that any problems are corrected as soon as possible.
THE DALELANDS AREA
OF THE FORGOTTEN REALMS

Questions or Problems?
Our main business telephone number is (408) 737-6800. We also have a Technical
Support Hotline number: (408) 737-6810, which you can call if you have problems
with your disk or need a clarification of the game and/or rules. Both numbers can be
called every workday, 9 to 5 Pacific Time.

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