Abandonware DOS title
download 2090 DOS and Windows abandonware games

Curse of the Azure Bonds other

Curse of the Azure Bonds Rule Book

LIMITED WARRANTY

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 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 incidental or consequential damages, so the above
intended 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 (c) 1989 Strategic Simulations, Inc.  All Rights Reserved.
Copyright (c) 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 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 printed
material, in whole or in party, 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).


TABLE OF 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 & 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

Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product,
CURSE OF THE AZURE BONDS, A FORGOTTEN REALMS fantasy role-playing
epic.  This adventure game is based on the rules and background
created by TSR, Inc. and a storyline created especially for this game.

THE CURSE OF THE AZURE BONDS adventure begins in the frontier city of
Tilverton on the border between the great kingdom 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.

Each bond is an azure-blue symbol imprinted just under the skin of
each character's swordarm.  These bonds have dangerous magical powers
that can take control of the characters' actions.  The characters'
quest in CURSE OF THE AZURE BONDS is to search the Realms for the
source of the bonds and rid themselves of the bonds' terrible curse.

WHAT COMES WITH THIS GAME

In addition to the game disks, these items come with the game.

This is the rule book.  Refer to this book to answer questions
regarding game play.

The adventurers journal contains background information and an
introduction to the FORGOTTEN REALMS game world.  The journal also
includes maps, rumors, and stories that may be true or false.  Confirm
the true rumors and expose the false ones during the game.

The quick start card explains how to start the game, make menu
choices, and indicate items using the computer.  It also shows how to
get right into the game without having to read through the rules.

The translation wheel provides code letters used throughout the game.
The translation wheel can also be used to translate Elvish and
Dwarvish runes into English letters.

The translation wheel has four parts:

Espruar (Elvish) runes are printed around the outside rim of the
translation wheel.

Dethek (Dwarvish) runes are printed on the rim of the inside, moveable
part of the wheel.

Three paths spiral out from the center of the wheel.  The paths are
identified graphically as:

. . . .
 _ . . _ . . _
_ _ _ _

Six holes, numbered 1 to 6, are under each path.  Code letters are
read through the holes under the paths.

Use the translation wheel when the program displays an Espruar rune, a
Dethek rune, a number, and a path symbol.  Match the runes at the
outside of the translation wheel.  Enter the code letter showing in
the hole next to the number under the path symbol.

The translation wheel can also be used to translate a Dethek or rune
to an English letter.  Match the rune with the tab that says
"Translate From Dethek" or "Translate from Espruar" on one of the
outer rings of the wheel.  Read the English letter on the inside ring
under the . . . . . path where it says "To English".


GETTING STARTED QUICKLY

Use the instructions on the quick start card and the saved game
provided to begin playing CURSE OF THE AZURE BONDS.  Use these rules
to answer any questions during play.


The Ruined City of Yulash

The party has two main objectives at the beginning of the game: to
equip itself for action and to find out about the azure bonds.  Read
the first journal entry in the adventurers journal.  Go to the shop to
buy equipment. Go to the hall and train any characters from POOL OF
RADIANCE or HILLSFAR who have enough experience to go up a level.
Talk to the high priest of the temple, the sage, and the bartender to
get information.  Then move through the town and check for clues to
the source of the party's curse.

TRANSFERRING CHARACTERS FROM POOL OF RADIANCE AND HILLSFAR

CURSE OF THE AZURE BONDS will accept characters that were created in
POOL OF RADIANCE and in HILLSFAR.  The game will also accept
characters that were created in POOL OF RADIANCE or in CURSE OF THE
AZURE BONDS and who adventured in HILLSFAR.

Remove characters from POOL OF RADIANCE or CURSE OF THE AZURE BONDS
adventuring parties before transferring them between games.  Use the
add character to party command on the Party Creation Menu to transfer
the character.

To transfer a character that was originally generated in POOL OF
RADIANCE or in CURSE OF THE AZURE BONDS, and then adventured in
HILLSFAR, requires saved game files from both the original game and
from HILLSFAR.  Refer to the quick start card for additional
information.

THE LAYOUT OF THE RULES

Each section of the rules describes how to manipulate the game using
the menus on the screen.  Choose commands from the menus according to
the instructions on the quick start card.

The concept of the "active character" is central to the game.  The
active character is highlighted on the display.  Commands that affect
a single character affect only the active character.  Commands that
affect the whole party do no require an active character.

In combat the active character is chosen automatically according to
the character's initiative.  At other menus, the active character may
be changed before choosing any commands.

All commands are menu based.  If a command affects the whole party,
choose the command as listed in the quick start card.  If the command
affects one character, make that character active and then choose the
command.

Example: To look at a character's items, indicate the character,
choose the view command, and then choose the items command.  The
computer displays a list of the character's items and their readied
status for combat.

Menus are displayed either vertically or horizontally.  Use vertical
menus to chose the active character or to choose a thing to act upon,
such as an item or spell.  If there are more choices than will fit on
the screen at one time, change pages using the next and prev commands
(or the Pg Up and Pg Dn keys).

Horizontal menus list commands that the character can do or that can
be done to the character.  When space permits, each horizontal menu is
preceded by the menu title. this is set off by a colon and is not an
option on the menu.  In the rules, menus are shown with their title
and each command.  As an example, the Camp Menu contains commands for
save, view, magic, rest, alter, fix, and exit.  It is shown as:

Camp Menu:

CAMP: SAVE VIEW MAGIC REST ALTER FIX EXIT

POINTS OF VIEW

CURSE OF THE AZURE BONDS uses four different points of view: 3-D,
area, overland, and combat.

3-D appears in town, underground, or in any other built-up area.  This
view shows the surrounding area in the direction the party is facing.
Rotate the party's facing using the directional controls.  The screen
displays N, S, W, E (North, South, West and East) to represent the
direction the party is facing.  Many 3-D areas are 16 squares by 16
squares in size.

Area provides an overhead view of the party's surroundings.  Choose
the area command from the Adventure Menu to view the surroundings.
The view shows the position of major obstructions such as walls, trees
and water.  A cursor shows the party's position.  The area view can
only be accessed while in 3-D.

Overland displays are map of the area of the FORGOTTEN REALMS where
the CURSE OF THE AZURE BONDS takes place.  A cursor shows the party's
current location.  The map on the back covers shows the same map with
the major locations named.  To move in the overland, choose a
destination and choose how the party will travel.

Combat occurs any time the party fights monsters.  In combat, each
character and monster is displayed with an individual icon.  The
battlefield terrain is based on the area the party was in before
combat begins.  See the combat section for details on how combat
operates.

CHARACTERS AND THE PARTY

Characters accomplish quests in the Forgotten Realms.  The characters
are differentiated by their race, ability scores, and class.  A party
of several characters is needed to accomplish the quests in CURSE OF
THE AZURE BONDS.  A party should have a balanced mix of characters
with different classes and races.

THE SIX PLAYER RACES IN CURSE OF THE AZURE BONDS

The Range of Ability Scores by Race chart lists each player race's
limits on ability scores.  The Maximum Level Limits by Race, Class and
Prime Requisite chart lists each player race's limits on available
character classes and maximum level.  Non-human characters can combine
character classes.  Non-human characters may also have additional
special abilities.  Human characters can be dual-class characters.

Dwarves are a cunning race of sturdy workers and craftsmen.  They are
especially resistant to magic and poison and can see in the dark using
infravision.  During combat, Dwarves receive bonuses when attacking
man- sized giant-class creatures.  Dwarves can be fighters, thieves,
and fighter/thieves.

Elves are a tall, long-lived race. they are nearly immune to sleep and
charm spells, can see in the dark using infravision, and are adept at
finding hidden objects.  During combat, Elves receive bonuses when
attacking with swords and bows.  They cannot be raised from the dead.
Elves can be fighters, magic-users, thieves, fighter/magic-users, and
fighter/magic- user/thieves.

Gnomes are shorter and slimmer than their cousins the dwarves.  They
are especially resistant to magic and can see in the dark using
infravision.  During combat, Gnomes receive bonuses when attacking
man-sized giant- class creatures and are adept at dodging the attacks
of larger giant-class creatures.  Gnomes can be fighters, thieves, and
fighter/thieves.

Half-Elves are hybrids with many of the virtues of both humans and
elves.  They are resistant to sleep and charm spells, can see in the
dark using infravision, and are adept at finding hidden objects.
Half-elves can be fighters, magic-users, clerics, thieves, rangers,
cleric/fighters, cleric/rangers, cleric/magic-users,
fighter/magic-users, fighter/thieves, magic-user/thieves,
cleric/fighter/magic-users, or fighter/magic- user/thieves.

Halflings are about half the size of a human, hence their name.  They
are especially resistant to magic and poison and can see in the dark
using infravision.  They can be fighters, thieves, and
fighter/thieves.

Humans are the most common player-race in the Forgotten Realms.  They
can be fighters, magic-users, clerics, thieves, rangers, paladins, and
dual- class characters.

ABILITY SCORES

Every character has six randomly generated ability scores.  Ability
scores range from 3 (low) to 18 (high).  Each character class has a
prime requisite ability score.  A prime requisite of 15 or more
increases the experience the character receives from adventures.

Strength (Str) is the measure of how much a character can carry.  A
character with a high strength does bonus damage in combat.  Fighters,
rangers, and paladins with an 18 strength also have a percent value
from 1 to 100 (listed as 01-00), denoting exceptional strength.

Intelligence (Int) is the measure of how well a character can learn.

Wisdom (Wis) is the measure of a character's ability to understand the
ways of the world and to interact with the world.  A cleric with a
high wisdom can memorize additional clerical spells.

Dexterity (Dex) is the measure of the manual dexterity and agility of
the character.  A character with a high dexterity is harder to hit,
receives a bonus attacking with missile weapons, and receives a bonus
to his armor class.  A thief with high dexterity receives bonuses with
his thieving skills.

Constitution (Con) is the measure of the overall health of a
character.  A character with a high constitution receives additional
hit points for every hit die (see next page).


The Great Walled City of Zhentil Keep

Charisma (Cha) is the measure of how well the character interacts with
others.  Charisma is sometimes a factor when the character has an
encounter with NPCs.

Each character also has two other important values: Hit Points and
Experience Points.

Hit Points (HP) represent the amount of damage a character can take
before he begins bleeding to death.  To calculate a character's
maximum hit points, the computer rolls the character's hit dice and
adds any bonuses for level or constitution.  A character gains a HP
bonus to each hit die if his constitution is over 14.  When a
character reaches 0 HP, he is Unconscious and may be Dying or Dead,
depending on how much damage he has taken.

Experience Points (XP) are a measure of what the character has learned
on his adventures.  When the character has enough XP he can increase
in level and become more proficient in his class.  The computer keeps
track of XP.  New characters begin with 25,000 XP and the
corresponding level.  Multi- class characters have their XP shared
among their classes.  See the Table of Experience Per Level for each
class' XP requirements.

CHARACTER CLASSES

A character must belong to at least one character class.  A human
character can begin as one class and later change to another.
Non-human characters can have one or more classes at the same time.  A
non-human character with multiple classes has more playing options,
but he increases in level more slowly because his XP is divided among
his classes.

Characters receive hit points, spells and abilities based on their
class and level.  Refer to the Table of Experience Per Level to find
the number and size of hit dice a character receives and the number of
spells the character can memorize.

Clerics have spells bestowed on them by their deity and can fight with
armor and crushing weapons.  The prime requisite for clerics is
wisdom.

Fighters can fight with any armor or weapons, but they cannot cast
magic spells.  Fighters can have exceptional strength and gain
additional HP bonuses if they have a Constitution of 17+.  The prime
requisite for fighters is strength.

Rangers can fight with any armor or weapons and can cast a few druid
and magic-user spells at high levels.  Rangers can have exceptional
strength and gain additional HP bonuses if they have a Constitution of
17+.  They do additional damage in combat when fighting giant-class
creatures.  No more than three Rangers can be in a party at one time.
Rangers must be of good alignment and have ability scores of at least
13 in strength and intelligence and at least 14 in wisdom and
constitution.  The prime requisites for rangers are strength,
intelligence and wisdom.

Paladins can fight with any armor or weapons and can cast a few
clerical spells at high levels.  Paladins can have exceptional
strength and gain additional HP bonuses if they have a Constitution of
17+.  They are more resistant to spells and poison, can turn undead
creatures as if they were a cleric two levels below their current
level and are always surrounded by the equivalent of a protection from
evil spell.  A paladin may heal 2 HP of damage per level once a day.
A paladin may cure disease once a week at 1st-5th level, twice a week
at 6th-10th level, and three times a week at 11th level.  A paladin
will not adventure with any evil characters.  Paladins must be of
lawful good alignment and have ability scores of at least 9 in
intelligence and wisdom, at least 12 in strength, at least 13 in
wisdom, and at least 17 in charisma.  The prime requisites for
paladins are strength and wisdom.

Magic-Users have powerful spells, but can use no armor and few
weapons.  They can only memorize those spells available in their magic
books.  The prime requisite for magic-users is intelligence.

Thieves can fight with one-handed swords and slings and wear leather
armor.  In combat they do additional damage "back stabbing"
human-sized opponents.  Thieves also have special skills for picking
pockets, opening locks, removing traps, moving silently, hiding in
shadows, and climbing walls.  At 10th level, thieves have a chance to
cast magic-user spells off of scrolls.  The prime requisite for
thieves is dexterity.

Multi-class status constitutes non-human characters who belong to two
or more classes at the same time.  The character's experience points
are divided among the classes involved, even after the character can
no longer advanced in one or more of those classes.  The character's
hit points per level are averaged among the classes involved.  The
multi-class character gains all the benefits of all classes with
regard to weapons and equipment.

Dual-class status constitutes a human character who had one class for
the first part of his life, and then changed into a new class for the
remainder of his life.  Once a character changes classes, he cannot
advance in his old class.  While the character's level in his new
class is less than or equal to his level in his old class, the
character does not gain hit points and cannot use the abilities of the
old class.  Once the character's level in his new class is greater
than his level in his old class, he gains hit points according to his
new class and may use abilities from both classes.  Human dual-class
magic-users may not cast magic-user spells while they have readied
armor.


ALIGNMENT

Alignment is the philosophy a character lives by.  A character's
alignment can affect how NPCs and some magic items in the game react
to the character.

Lawful good characters believe in the rule of law for the good of all.

Lawful neutral characters believe the rule of the law is more
important than any objective good or evil outcome.

Lawful evil characters believe in the rule of the law as a tool to
achieve evil ends.

Neutral good characters believe that the triumph of good is more
important than the rule of either law or chaos.

True neutral characters believe that there must be a balance between
good and evil, and law and chaos.

Neutral evil characters believe that evil ends are more important than
the methods used to achieve those ends.

Chaotic good characters believe in creating good outcomes unfettered
by the rules of law.

Chaotic neutral characters believe that the freedom to act is
important than any objective good or evil outcome.

Chaotic evil characters believe that chaos is the best environment for
creating evil acts.


CREATING A PARTY OF CHARACTERS

A party is a group of characters composed of up to 6 player characters
(called PCs) and of up to 6 non-player characters (called NPCs). the
Party Creation Menu shows the characters currently in your party and
lists the commands for creating and modifying the party.

PARTY CREATION MENU
Create New Character
Drop Character
Modify Character
Train Character
View Character
Add Character to Party
Remove Character from Party
Load Saved Game
Save Current Game
Human Change Class
Begin Adventuring
Exit to DOS

Create new character is used to build a character.  This command
displays the following menus to define the character.

* Pick race lists the choice of the six races a player-character can
be in the FORGOTTEN REALMS

* Pick gender lists the gender the character can be.  Gender affects
the character's maximum strength.

The computer randomly generates the character's ability scores.
Choose roll again to generate a new set of scores.  Accept the roles
to take the character as generated.  Use the modify character on the
Party Creation Menu to change the character's ability scores and hit
points after the character has been generated.

* Pick character class lists the class or classes the character is
qualified for based on his race and ability scores.

* Pick alignment lists all the possible alignments for the character
based on character class.

* Name character provides a 15 character space to type in the
character's name.

The computer displays the complete character screen.  Choose the
weapon, head and colors for the character's combat icon (the figure
that represents the character in combat).  Save the character to disk
so that it can be added to the party later.  Refer to the Camp section
for details on how to select and alter combat icons.

*Exit, from any of these menus, displays the party creation menu.

Drop character eliminates a character from the party and erases him
from the saved game disk.  A dropped character may not be recovered.

Modify character can change the character's ability scores and hit
points.  Use modify character to change a character generated in CURSE
OF THE AZURE BONDS to match a favorite AD&D character.  Characters who
have been adventuring may not be modified.

Train character increases a character's level when he has gained
enough experience points.  Training costs 1000 gold pieces (GP) per
level.  Choose the character to train.  If the character has
sufficient experience points and money the character advances a level.
This takes no game time.  See the Maximum Level Limits by Race, Class
and Prime Requisite chart for level limits.

View character displays a character as described under that heading
below.

Add character to party transfers characters from the saved game disk
into the party.  Select the last game the character adventured in from
the From Where Menu.

From Where Menu:

FROM WHERE: CURSE POOL HILLSFAR EXIT

* Curse adds a character whose last adventure was in CURSE OF THE
AZURE BONDS.

* Pool adds a character whose last adventure was in POOL OF RADIANCE.

* HILLSFAR adds a character whose last adventure was in HILLSFAR.  If
the character was originally generated in POOL OF RADIANCE or CURSE OF
THE AZURE BONDS then both the original and HILLSFAR saved game files
are required.  Refer to the quick start card for additional
information.

Remove character from party transfers a character from the party to
the saved game disk.

Load saved game reads a previous adventuring party from the save game
disk.

Save current game writes the current game to the save game disk.

Human change class allows a human character with appropriate
attributes to become a dual-class character.

Begin adventuring restarts the game.

Exit to DOS ends the game.

NON-PLAYER CHARACTERS (NPCs)

During the game the party will encounter NPCs.  They may talk to the
party, attack the party, and even offer to join the party.  There are
two kinds of NPCs: those who volunteer to join the party and those who
will only give information or fight the party.

NPCs that join the party are treated like player characters, with a
few differences.  The computer commands NPCs in battle.  They have
morale.  If things are going badly for them, they may run.  Items can
be traded to NPCs, but they cannot be traded from conscious NPCs to
other characters.  If an NPC dies, however, you can use the trade
command on the Item Menu to take his items.

VIEWING THE CHARACTER SCREEN

The view command displays the character screen.  This screen displays
the character's name, sex, race, and age.  It also displays his
alignment, character class or classes, ability scores and current
wealth.

Each character begins the game with 300 platinum pieces, which he can
use to buy equipment.  Later, as the character accumulates wealth, the
character screen shows how many copper pieces (cp), silver pieces
(sp), electrum pieces (ep), gold pieces (gp), platinum pieces (pp),
gems and jewelry the character is carrying.  The value of each gem or
piece of jewelry varies and is found when the item is appraised.  The
relative value of each kind of coin is:

1 pp = 5 gp = 10 ep = 100 sp = 1000 cp.

The character screen shows the character's current level or levels and
his earned XP.  A character with more than one class has his levels
listed in the same order as his classes.  For example, if a character
is a fighter/thief with 25,000 XP, his levels are listed as 5/6.  A
dual-class human character only displays his experience points in his
current class.

The bottom of the character display lists combat information.  The
character's Armor Class is shown as AC; the lower the AC number, the
harder it is for opponents to hit the character.  The character's To
Hit AC 0 (or THACO) number, the better the character's chance to hit
opponents.

The character's current HP and damage are listed.  If the HP is
highlighted, the character is wounded and the HP is less than its
maximum value.  Damage is how many dice of HP the character inflicts
when he hits an opponent in combat.  Damage depends on the character's
strength and readied weapon.

The encumbrance, or total weight the character is carrying, is listed
along with the character's combat move.  The character's combat move
is based on his readied armor, strength, and total encumbrance.

The screen then lists the character's readied weapon and armor.
Finally, the screen lists the character's status, an indication of the
current health of the character.  The character status can be:

Okay status means that the character has positive HP and can move and
fight normally.

Unconscious status means that the character has exactly 0 HP.  He
cannot move or fight, but is in no danger of dying.

Dead status means that the character has died.  Non-elf characters
have a chance of being resurrected with a raise dead spell.  The
character's chance of being resurrected depends on his constitution.

Fled status means that the character fled from the previous battle.
After the battle he will rejoin the party and regain his previous
battle.

Stone status means that the character has been turned to stone by a
monster or a spell.

Gone status means that the character has been totally destroyed.
Nothing can bring the character back to life.

Choose the view command to display the View Menu and to inspect the
active character choose the view command.  Not all view commands are
available at all times.

View Menu:

ITEMS SPELLS TRADE DROP HEAL CURE EXIT

Items shows all the equipment the character is carrying.  Items
preceded by a YES are ready for combat.  Not all commands in the Item
Menu are always available.

Item Menu:

READY USE TRADE DROP HALVE JOIN SELL ID EXIT

* Ready is used to change the status of a weapon, armor, or other
item.  Only readied weapons can be used in combat.  A character cannot
ready more than two hand-held items at once.  Arrows and crossbow
quarrels are assumed to be in a quiver and can be readied at all
times.

*Use activates an item.  Choose the item and then indicate a target.

* Trade is used to transfer an item from one character to another.
Choose the character to trade to and then choose the item or items to
trade.  Remember that a conscious NPC will not give up an item once he
has it.

* Drop permanently removes items from a character.  Dropped items may
not be recovered.

* Halve turns many items combined on the same line into two lines with
half as many items.  Halve would turn one line of 42 Arrows into two
lines each of 21 Arrows.

* Join combines all similar items into one lines.  No more than 250
similar items can be joined on one line.  Some items cannot be joined.

* Sell is available under the Shop Menu and is described there.

* ID is available under the Shop Menu and is described there.

Spells is a listing of spells a character has memorized and can cast
(see Magic Menu).

Trade is used a transfer money from one character to another.
Indicate which character to trade with, and then indicate which coins
and how much are traded to the other character.

Drop permanently removes money from a character.  Dropped money may
not be recovered.

Heal is displayed only when viewing a paladin.  A paladin may heal 2
HP of damage per level once a day.  Select the heal command and then
choose the character to be healed.  The heal command will not be
displayed until the paladin can heal again.

Cure is displayed only when viewing a paladin.  A paladin may cure
disease once a week at 1st-5th level, twice a week at 6th-10th level,
and three times a week at 11th level.  Select the cure command and
then choose the character to be cured.  The cure command will not be
displayed until the paladin can cure again.

The newly created party appears in an Inn on a side street in
Tilverton.  The party is ready to begin adventuring.


ADVENTURE MENU

The Adventure Menu allows access to all of the main functions in CURSE
OF THE AZURE BONDS.  When this menu is displayed the screen shows the
3-D view in front of the party and the party's status.  If any party
members are injured, their hit points are highlighted for easy
recognition.

Adventure Menu:

MOVE VIEW CAST AREA ENCAMP SEARCH LOOK

Move is used in the 3-D view to change the party's facing or to move
forward.  In 3-D the party can turn right, turn left, turn around, or
move forward.  Normally, each move forward takes 1 minute.  If the
party has search on, each move forward takes 10 minutes.  Refer to the
quick start card for computer-specific details on how to move without
choosing this command.

View displays the character screen and the View Menu.

Cast displays the Cast Menu so the active character can throw a magic
spell.  See the section on Magic for a description of how to cast
spells and their effect.

Area shows an overhead view of the area around the party.  If the
party is lost or in unfamiliar territory this command may not be
available.

Encamp displays the Camp Menu.  See the Camp section for a description
of the commands available from the Camp Menu.

Search turns searching on and off.  A party moving with search off
takes 1 minute per move forward, has a normal chance of meeting random
encounters and finding secret doors, and is taking normal precautions
against traps and surprise.  A party moving with search on takes 10
minutes per move forward, has an increased chance of meeting random
encounters and finding secret doors, and is taking special precautions
against traps and surprise.  With search on, the party is checking for
secret doors, mapping, moving as silently as possible, hiding in any
available shadows, and generally being as careful as possible.

Look is used to search an individual square.  Executing a look command
acts as if the party moved into the current square with search on.

CAMP

The commands on the Camp Menu include day-to-day functions such as
saving the game, resting to heal, memorizing spells, and changing game
items such as game speed or party order.

Camp Menu:

CAMP: SAVE VIEW MAGIC REST ALTER FIX EXIT

Save writes the state of the characters and the game to the save game
disk.  Prepare a save game disk according to the instructions on the
quick start card.

View displays the View Menu and the character screen of the active
character.

Magic is a very important part of CURSE OF THE AZURE BONDS and is
described under its own heading.  Magical Spells can only be memorized
while the party is camped.

Rest allows characters to memorize spells and to heal naturally.
Characters catch their normal sleep without having to camp.  The
initial rest time is established by the time necessary to memorize any
spells selected from the memorize command in the Magic Menu.  For
every 24 uninterrupted hours of rest in camp, each wounded character
regains one hit point.  Rest can be interrupted by any random
encounter.  Only take long rests in safe places, such as inns or
cleared locations.

Rest Menu:

REST ADD SUBTRACT EXIT

* Rest starts the clock running after the memorized spells have been
chosen.

* Add increases the time that the party will attempt to rest.

* Subtract decreases the time the party will attempt to rest.  This
may keep characters from memorizing all of their chosen spells.

Alter is used to change the characters in the party and the parameters
of the game.  The Alter Menu includes:

Alter Menu:

ALTER: ORDER DROP SPEED ICON PICS EXIT

* Order changes how the characters are listed on the screen and how
they are deployed in combat.  Characters at the top of the list tend
to be in the front line in combat.

* Drop eliminates a character from the party and erases him from the
saved game disk.  A dropped character is gone forever and may not be
recovered.



The Myth Drannor Burial Glen


*Speed controls the rate messages are printed on screen.  If the game
is running too slowly, use the faster command to speed up the
displays.

Speed Menu:

SPEED: SLOWER FASTER EXIT

* Icon is used to change a character's combat icon.  Customize this
icon to represent the character's favorite weapons, armor, and colors.
Different computers and graphic adapters have different capabilities;
experiment to create the best icon for each character.

* Pics governs when encounter pictures will be displayed.

Pics Menu:

PICS: MONSTERS ON/OFF ANIMATIONS ON/OFF EXIT

Monsters On/Off toggles the close-up pictures of encounters on and
off.  Turning the pictures off speeds up the game.

Animations On/Off toggles the animation of the close-up pictures on
and off.  Turning the animation off speeds up the game.  This command
is not available on some computer versions.

Fix is used to cast a large number of cure light wounds spells with a
single command.  All characters with first level clerical spells will
memorize as many cure light wounds as they can, cast them on the
party, and then rememorize their previously memorized spells.  Fix
takes game time and may be interrupted by an encounter.

CIVILIZATION

Civilization provides many features for the adventurer.  Many towns
and cities contain Inns, Shops, Halls, Temples and Bars.

Inns provide a safe place to rest using the Camp Menu.  While
characters rest they can memorize spells and regain hit points.

Shops provide a place to buy and sell equipment using the Shop Menu.

Shop Menu:

BUY VIEW TAKE POOL SHARE APPRAISE EXIT

*Buy displays the items available in the shop.  Select the items that
the active character will buy.

* View displays the character screen with the addition of the appraise
command in the View Menu, and the sell and ID commands in the Items
Menu.

Sell causes the shopkeeper to make an offer on the highlighted item.
Sold items may not be recovered.

ID is used to identify an item.  The shop charge 200 gp for the
service.

* Take is used to pick up coins from the party's money pool.  Indicate
the type and amount of coins to take.

* Pool places all of the party members' coins into a money pool.  All
purchases at the shop come out of the money pool.  Use the take or
share commands to pick up coins from the money pool.

* Share picks up the coins in the money pool, divides the coins into
shares, and distributes the shares among the party.

* Appraise is used in shops to receive an appraisal of any gems and
jewelry the character has.  Choose gems or jewelry to be appraised.
The shopkeeper makes an offer for the item.  Accept the offer and the
item is sold.  Reject the offer and the gem or piece of jewelry
becomes an item on the character's item list.

Halls are where the characters can advance levels and change classes
using the Party Creation Menu.

Temples cast healing spells using the Temple Menu.  The commands on
the Temple Menu are the same as those on the Shop Menu with the
addition of the heal command.

Temple Menu:

HEAL VIEW TAKE POOL SHARE APPRAISE EXIT

* Heal displays a list of the temple's healing spells.  Indicate the
spell to cast and confirm that the character is willing to pay the
cost.  The cost may vary depending on the recipient and circumstances.

Bars are rowdy places full of gossip, stories, and information.  Buy a
round of drinks and listen to the stories.

ENCOUNTERS

When a party comes across monsters or NPCs an encounter occurs.  If
the party surprises the monsters the party can attack by choosing
Combat from the Encounter Menu.  If the party attacks immediately they
receive a bonus to their initiative in combat.  If the monsters
surprise the party, the monsters can attack immediately and get a
bonus to their initiative in combat.  IF the party or the monsters do
not attack immediately, surprise is lost.  If the monsters do not
attack immediately in an encounter the party can react by choosing
from the Encounter Menu.

Encounter Menu:

ENCOUNTER: COMBAT WAIT FLEE ADVANCE/PARLAY

Combat causes the party to attack the monsters.  Fighting is explained
in the Combat section.

Wait allows the monsters to decide what to do.  They may combat, wait,
flee, advance (if they are far away) or parlay (if they are adjacent).

Flee causes the party to run away.  If the monsters try to attack, and
are faster than the party, combat will occur.  If the party flees
successfully, it may be retreated a square.

Advance reduces the range to the monsters.  When the monsters are
adjacent to the party the advance command is replaced by the parlay
command.

Parlay allows the party to speak with willing monsters.  Choose a
speaker (or make the speaker the active character) and then choose a
conversation tactic from the Parlay Menu.

Parlay Menu:

PARLAY: HAUGHTY SLY MEEK NICE ABUSIVE

* Haughty means that the speaker is trying to demonstrate his
superiority over the monsters.

* Sly means that the speaker is trying to get information out of the
monsters without their realizing.

* Meek means that the speaker is trying to convince the monsters that
the party is not worth attacking.

* Nice means that the speaker is trying to be nice to the monsters.

* Abusive means that the speaker is trying to browbeat information out
of the monsters.

COMBAT

In combat, the computer determines the order in which each character
and monster becomes active.  The player controls the actions of the
PCs.  The computer controls the actions of the monsters, NPCs, and PCs
set to quick combat.

Each character's ability in combat is defined by his THACO and AC.
The attacker's THACO represents his ability to hit in melee or with
missile fire.  The lower the THACO the better the chance to hit the
target.  A target's defenses are represented by his AC.  The lower the
AC the harder it is to hit the target.  An attack is successful if a
random number from 1 - 20 is greater than or equal to the attacker's
THACO minus the target's AC.  Range, attacks from the rear, magic
weapons, magic spells, and other circumstances may affect this chance.

In combat, the first and second attackers strike at the front of a
target.  The third attacker strikes at the target's rear, unless all
the attackers are adjacent.  The fourth and any additional attackers
strike at the target's rear.  The target's AC is substantially reduced
against rear attacks.

A thief's back stab is an exception to the facing rules.  A thief back
stabs if he attacks a target from exactly opposite the first character
to attack the target.  The thief may not back stab if he has readied
armor heavier than leather or if the target is larger than man sized.
A back stab has a better change of hitting the defender, and does
additional damage.

A character may not attack an adjacent target with a missile weapon.
A character may attack an adjacent target with a thrown weapon.

FIGHTING

In combat the computer chooses the active character.  Characters with
higher dexterity will tend to go before characters with lower
dexterity will tend to go before characters with lower dexterity.  A
character may hold his action until later with the delay command.

The screen begins centered on the active character.  The character's
name, HP, AC and current weapon are displayed.  The Combat Menu lists
the character's options.

Combat Menu:

MOVE VIEW AIM USE CAST TURN QUICK DONE

Move is used to move a character and to attack.  Attack by moving the
character into an enemy's square.  If the character moves away from an
enemy, the enemy gets a free attack at the character's back.

Bows can attack twice per turn.  Thrown darts can attack three times
per turn.  Fighters and paladins of 7th level or greater can attack
twice every other turn.  Rangers of 8th level or greater can attack
twice every other turn.  All of a character's attacks are taken
against his first target.  If the first target goes down with the
first attack, aim the remaining attack at another target.  Fighters,
paladins, and rangers may sweep several weak targets with one mighty
blow.

Refer to the quick start card to find out how to move the character
with the computer.  The number of spaces a character can move is
reduced by the weight he's carrying and the kind of armor he has
readied.

A character may flee from combat by moving off the battlefield.  A
character may move off the battlefield if he can move faster than all
enemy monsters.  A character may not move off the battlefield if he
moves slower than any enemy monsters.  A character has a 50% chance to
move off the battlefield if he can move as fast as the fastest enemy
monster.  A character that moves off the battlefield returns to the
party after the fight is over.  If all active characters flee combat
then any dead characters are lost.

View displays the character screen and View Menu.  Some options, such
as trade, are not available in the middle of combat.  The use command
appears on the Item Menu and permits the use of an item, such as a
wand, in combat.

Aim is used to aim an attack using the following options:

Aim Menu:

AIM: NEXT PREV MANUAL TARGET EXIT

* Next is used to look at all possible targets, starting with the
closest target and then going to the next closest.  Next and Prev only
indicate targets in the character's line of sight.

* Prev (Previous) is the opposite of the next command.  Use this
command to look at the possible targets starting with the farthest
target and working back toward the character.

* Manual permits the player to aim anywhere on the map.

* Target is used to fire where the cursor is located.

Use allows a character to activate an item.  Indicate the target with
the Aim Menu and choose target to use it.

Cast is only available to spell-casters when they have spells
available.  This command displays the cast options of the Magic Menu
(see the description in the Magic Rules).  If the character has been
hit recently his concentration may be broken and the cast option will
not appear.

Turn allows clerics and paladins to destroy undead monsters or turn
them away from the party.  This has no effect on any other form of
monster.

Quick turns control of the character over to the computer.  See the
quick start card for instructions on how to gain manual control of a
character.  Under computer control, a fighting character with readied
arrows will tend to hang back and fire arrows.  If the character has
no readied arrows, he will ready a melee weapon and charge.

Done is used when a character has finished his turn.

Done Menu:

GUARD DELAY QUIT BANDAGE SPEED EXIT

* Guard sets a character to attack the first enemy that moves
adjacent.

* Delay causes the character to hold his turn until after the other
characters and monsters have acted.

* Quit ends a character's turn.

* Bandage only appears if a party member is bleeding to death.  The
bandage command will stop the bleeding and keep the character from
dying.

* Speed changes the game speed and is described under the alter
command in the Camp Menu.



The Village of Hap


AFTER COMBAT

If one or more characters survive on the battlefield at the end of
combat, the bodies of unconscious or dead party members stay with the
party.  If the party flees from combat, all unconscious and dead party
members are permanently lost.  If ALL the party members are slain, go
back to your last Saved Game and try again from that point.

When combat is over the Treasure Menu is displayed.  Most of the
Treasure Menu commands work like the commands in the Temple and Shop
Menus.

Treasure Menu:

VIEW TAKE POOL SHARE DETECT EXIT

View displays the character screen and View Menu.

Take is used to pick up treasure.  A character carrying a large number
of coins and heavy equipment can be slowed in combat.

Take Menu:

TAKE: ITEMS MONEY EXIT

* Items lists the equipment in the treasure.  Frequently, the weapons
and armor used by monsters are not listed because they are substandard
and not worth taking.

* Money displays the number and type of coins in the treasure.
Indicate the type and number of coins the active character takes.

Pool drops all of the party members' coins into the treasure.  Use the
take or share command to pick up coins from the treasure.

Share picks up the coins in the treasure, divides the coins into
shares, and distributes the coins among the party.

Detect casts a Detect Magic spell from the currently active character.

Exit leaves the scene of the battle.  If treasure remains, then the
option to return to the Treasure Menu is displayed.


MAGIC

Magic is integral to CURSE OF THE AZURE BONDS.  Magic-users, clerics,
high- level paladins, and high-level rangers can use magical spells.

A spell can exist in one of three forms: in a character's memory, in a
character s spell book, and on a scroll.

A spell-caster with a spell in memory has memorized the spell and can
cast the spell using the cast command.

Magic-users and high-level rangers write magic-user spells in a spell
book.  They may only memorize spells that are in their spell book.

Each time a magic-user or high-level ranger increases a level, they
can add one new spell in their spell book.  They can also scribe a
spell from an identified scroll into their spell book.  Clerical
spells are all available at the appropriate level and are not listed
in spell books.

A clerical scroll can be used immediately by a cleric.  A magic-user
or ranger must cast the read magic spell and ready the magic-user
spell that a character can cast can be scribed from the scroll into
his spell book.  Only magic-users can cast identified magic-user
spells off scrolls.  A 10th level or greater thief has a 75% chance to
cast a spell from any magic-user scroll.  A spell disappears after it
has been scribed or cast.

A beginning 1st-level magic-user's spell book contains four 1st-level
spells.  A beginning 5th-level magic-user's spell book contains six
1st-level spells, two 2nd-level spells, and one 3rd-level spell.  Each
time a magic- user or high level ranger gains a level of experience,
he gains a new spell in his book, even though the rise in level may
give him the ability to memorize more than one new spell at a time.
To gain additional spells, the magic-user or high-level ranger must
find scrolls in treasures and copy spells he is capable of casting
into his spell book, using the scribe command in the Magic Menu.

Clerical and druidic magic requires no spell books.  All clerical and
druidic spells of the appropriate level are always available to a
cleric, paladin, or ranger.  The character need only memorize them.
When a cleric finds a clerical scroll, he can use the spells directly
from the scroll; he does not need to scribe the spells into a spell
book.

Spells do not automatically have their full effect on their target.
Each target of a spell gets a saving throw to avoid some or all of the
effect of the spell.  As a character gains levels, his saving throws
improve.

The spell caster is the current character.  Spell casters can get a
list of their memorized spells from the cast option of the Magic Menu
or from the spells option of the View Menu.  They can get a list of
their spells on scrolls from the scribe option of the Magic Menu.

Magic Menu:

CAST MEMORIZE SCRIBE DISPLAY REST EXIT

Cast displays the Cast Menu and the character's list of memorized
spells.  Indicate the spell to cast and then indicate the target of
the spell.  Once a spell is cast it is gone from memory until it is
memorized again.

Cast Menu:

CAST NEXT PREV EXIT

Memorize displays the Memorize Menu and the character's spell book or
clerical spell list.  Indicate the spells to memorize.  Once all
characters have indicated the spells they want to memorize, choose the
rest command to take the time to actually memorize the spells.
Memorizing any spell takes a minimum of four hours.  Third and fourth
level spells take a minimum of six hours to memorize.  Remember that a
spell-caster can have the same spell memorized multiple times.

Memorize Menu:

MEMORIZE NEXT PREV EXIT

A spell is not actually memorized until it has been chosen from the
Memorize Menu and the character has rested long enough to imprint the
spell on his mind.  Memorizing a spell takes 15 minutes of game time
per spell level, plus a minimum period of preparation. 1st and 2nd
level spells take a minimum preparation of 4 hours. 3rd and 4th level
spells take a minimum preparation of 6 hours. 5th level spells take a
minimum preparation of 8 hours.  If the preparation or learning time
is interrupted, some or none of the spells may be memorized.

Scribe displays the Scribe Menu and a list of all of the spells on
identified magic-user scrolls.  Indicate the spells to be scribed into
the character's spell book.  Once all characters have indicated the
spells they want to scribe, choose the rest command to take the time
to actually scribe the spells.  Scribing a spell takes the same amount
of time as memorizing the spell.

Scribe Menu:

SCRIBE NEXT PREV EXIT

Display lists the magic that currently affects the party.  These
include spells like bless or invisibility and effects like disease.

Rest displays the Rest Menu referred to in the Camp section.  A
character s spells are not memorized until he has rested the necessary
time.


THE SPELLS

Spells are defined by when they can be thrown, their range, their
area, their duration, and their effect.  The Spell Parameters List
summarizes where each spell can be thrown, its range, area, and
duration.  When using spells from the Camp Menu or the Adventure Menu
(such as a find traps), remember that one round equals one minute of
game time and one turn equals 10 minutes of game time.


FIRST LEVEL CLERICAL SPELLS

Bless improves the THACO of friendly characters by 1.  The bless spell
does not affect characters who are adjacent to monsters when the spell
is cast.

Curse reduces the THACO of monsters by 1.  The curse spell does not
affect monsters who are adjacent to friendly characters when the spell
is cast.  The target gets no saving throw.

Cure light wounds heals 1-8 HP.

Cause light wounds causes 1-8 HP.  The target gets no saving throw.

Detect magic indicates which equipment or treasure is magical.  View a
character s items or Take treasure items.  Equipment or treasure
preceded by an asterisk (*) is magical.

Protection from evil improves the AC and saving throws of the target
by 2 against evil attackers.

Protection from good improves the AC and saving throws of the target
by 2 against good attackers.

Resist cold halves the damage and improves saving throws versus cold
attacks by 3.


SECOND LEVEL CLERICAL SPELLS

Find traps indicates the presence of traps in the character s path.

Hold person paralyzes targets of roughly human size and shape.  You
may aim a hold person spell at up to 3 targets.

Resist fire halves the damage and improves saving throws versus fire
attacks by 3.

Silence 15 radius must be cast on a character or a monster.  That
character or monster, and all adjacent to him, cannot cast spells for
the duration of the spell.

Slow poison revives a poisoned person for the duration of the spell.
The character dies when the spell wears off.

Snake charm paralyzes as many HP of snakes as the cleric has HP.

Spiritual hammer creates a temporary magic hammer that is
automatically Readied.  It can strike at range and does normal hammer
damage.


THIRD LEVEL CLERICAL SPELLS

Cure blindness removes the effect of the cause blindness spell.

Cause blindness reduces the target's THACO, Armor Class and Saving
Throws by [ Text missing & note from the formatter : Is this in error?
Other "Cause Blindness" spells read "Cause Blindness will blind one
target.  This can only be cured by a Cure Blindness spell." ]

Cure disease removes the effects of disease caused by some monsters or
caused by a cause disease spell.

Cause disease gives the target a disease that saps his Strength and
HP.

Dispel magic removes the effects of spells that do not have specific
counter spells.

Prayer improves the THACO and saving throws of friendly characters by
1 and reduces the THACO and saving throw of monsters by 1.

Remove curse removes the effects of a bestow curse spell and allows
the target to unready cursed magic items.

Bestow curse reduces the target's THACO and saving throw by 4.


FOURTH LEVEL CLERICAL SPELLS

Cure serious wounds heals 3-17 HP.

Cause serious wounds causes 3-17 HP.  The target gets no saving throw.

Neutralize poison revives a poisoned person.

Poison forces the target to make a saving throw versus poison or die.

Protection from evil 10 radius must be cast on a character or a
monster.  It improves the AC and saving throws of the target and all
adjacent friendly characters by 2 against evil attackers.

Sticks to snakes causes snakes to harass the target.  The target is
unable to attack, move or cast spells for the duration of the spell.


FIFTH LEVEL CLERICAL SPELLS

Cure critical wounds heals 6-27 HP.

Cause critical wounds causes 6-27 HP.  The target gets no saving
throw.

Dispel evil improves the target s Ac by 7 versus summoned evil
creatures for the duration of the spell or until the target
successfully hits a summoned evil creature.  When the creature is hit,
it must save versus spells or be dispelled.

Flame strike does 6-48 HP to the target.  If the target makes its save
versus magic, it takes half the damage.

Raise dead allows the cleric to return any non-elf player character to
life.

Slay living causes the target to save versus death or die.  If the
target makes the saving throw he still takes 3-17 HP.


FIRST LEVEL DRUID SPELLS

Detect magic indicates which equipment or treasure is magical.  View a
character s items or Take treasure items.  Equipment or treasure
preceded by an asterisk (*) is magical.

Entangle reduces the target s movement to 0.  Entangle can only be
cast outdoors.

Faerie fire illuminates the enemy and reduces their AC by 2.

Invisibility to animals reduces all attacking animal s THACO by 4.  It
does not affect intelligent targets or enchanted beasts.


FIRST LEVEL MAGIC-USER SPELLS

Burning hands causes 1 HP of fire damage per level of the caster.
There is no saving throw.

Charm person changes the target s allegiance in a combat.  It only
affects targets of roughly human size and shape.

Detect magic indicates which equipment or treasure is magical.  View a
character s items or Take treasure items.  Equipment or treasure
preceded market by an asterisk (*) is magical.

Enlarge makes the target larger and stronger.  The higher the caster s
level, the larger and stronger the target gets.  If the caster is 6th
level the target becomes as strong as an Ogre.  If the caster is 10th
level the target can only be under the effect of 1 enlarge spell at a
time.  Unwilling targets get a saving throw against this effect.

Reduce negates the effect of an enlarge spell.

Friends raises the caster s charisma 2-8 points.  It is often cast
just before an encounter.

Magic missile does 2-5 HP per missile with no saving throw.  A
magic-user throws 1 missile at 1st-2nd level, 2 missiles at 3rd-4th
level, 3 missiles a 5th-6th level, 4 missiles at 7th-8th level, 5
missiles at 9th-10th level, and 6 missiles at 11th level.

Protection from evil improves the AC and saving throws of the target
by 2 against evil attackers.

Protection from good improves the AC and saving throws of the target
by 2 against good attackers.

Read magic allows a magic-user to ready a scroll and identify it.  A
magic-user may use the spells on a scroll after it has been
identified.

Shield negates the magic missile spell, improves the magic-user s
saving throw, and increases his AC.

Shocking grasp does electrical damage of 1-8 HP, +1 HP per level of
caster.

Sleep puts 1-16 targets to sleep with no saving throw.  Up to sixteen
1 hit- die targets are affected.  One 4 hit-die target is affected.
Targets of 5 or more hit-dice are unaffected.


SECOND LEVEL MAGIC-USER SPELLS

Detect invisibility allows the target to spot invisible targets.

Invisibility makes the target invisible.  The THACO of melee attacks
against invisible targets is reduced by 4.  It is impossible to target
ranged attacks against invisible targets.  Invisibility is dispelled
when the target attacks.

Knock is used to open locks.  It can be cast from the door-opening
menu if the active character has memorized knock spell.

Mirror Image crates 1-4 illusionary duplicates of the magic-user.  A
duplicate disappears when it is attacked.

Ray of enfeeblement reduces the target s strength by 25% +2% per level
of the caster.

Stinking Cloud paralyses those in its area for 2-5 rounds.  If the
target saves, it is not paralyzed, but is nauseous and has its AC
reduced for 2 rounds.

Strength raises the target s strength by 1-8 points, depending on the
class of the target.


THIRD LEVEL MAGIC-USER SPELLS

Blink protects the magic-user.  The magic-user blinks out after he
acts each round.  The magic-user may be physically attacked before he
acts each round, but he may not be physically attacked after he acts.

Dispel magic removes the effects of spells that do not have specific
counter spells.

Fireball does 1d6 HP per level of the caster to all target within its
area.  If the target makes its saving throw, the damage is halved.  A
fireball has a 2 radius outdoors and a 3 radius indoors.

Haste doubles the target s movement and number of melee attacks per
round.

Hold person paralyzes targets of roughly human size and shape.  You
may aim a hold person spell at up to 4 targets.

Invisibility, 10 Radius makes all target adjacent to the caster
invisible.  The THACO of melee attacks against invisible targets is
reduced by 4.  It is impossible to target ranged attacks against
invisible targets.  Invisibility is dispelled when a target attacks.

Lightning bolt does 1d6 HP per level of the caster to all targets
within its area.  If the target makes its saving throw, the damage is
halved.  A lightning bolt is 4 or 8 squares long in a line away from
the caster.  The bolt will rebound off walls to reach its full length.

Protection from evil, 10 radius protects the target and all characters
adjacent to the target.  The spell improves the AC and saving throws
of those it protects by 2 against evil attackers.

Protection from good, 10 radius protects the target and all characters
adjacent to the target.  The spell improves the AC and saving throws
of those it protects by 2 against good attackers.

Protection from normal missiles makes the target immune to non-magical
missiles.

Slow affects 1 target per level of caster. The spell halves the
target's movement and number of melee attacks per round.  Slow can be
used to negate a haste spell.


FOURTH LEVEL MAGIC-USER SPELLS

Charm monster changes the target's allegiance in combat.  It will work
on any living creature.  The spell affects 2-8 1st level targets, 1-4
2nd level targets, 1-2 3rd level targets, or 1 target of 4th level or
above.

Confusion affects 2-16 targets.  Each target must make a saving throw
each round or stand confused, become enraged, flee in terror or go
berserk.

Dimension Door allows the magic-user to teleport himself to another
point on the battlefield.

Fear causes all within its area to flee.

Fire shield protects the magic-user so that any creature who hits the
magic-user in melee does normal damage, but takes twice that damage in
return.  The shield may be attuned to heat attacks or cold attacks.
The magic-user takes half damage (no damage if he makes his saving
throw) and has his saving throw against the opposite form of attack
improved by 2.  He takes double damage from the form of attack the
shield is attuned to.

Fumble causes the target to be unable to move or attack.  If the
target makes his saving throw, he is affected by a slow spell.

Ice Storm does 3-30 HP to all targets within its area.  There is no
saving throw.

Minor globe of invulnerability protects the caster from incoming
first, second or third level spells.

Remove curse removes the effects of a bestow curse spell and allows
the target to unready cursed magic items.

Bestow curse reduces the targets THACO and saving throw by 4.


FIFTH LEVEL MAGIC-USER SPELLS

Cloudkill creates a cloud of vapor which instantly kills creatures
with 4 or fewer hit dice.  Creatures with 4+1 to 5+1 hit dice must
save versus poison at -4 or die.  Creatures with up to 6 hit dice must
save versus poison or die.

Cone of cold does 1d4+1 HP per level of the caster to all targets in a
cone shaped area.  If the target makes its saving throw the damage is
halved.

Feeblemind reduces the target s intelligence and wisdom to 3 so that
the target cannot cast spells.  The saving throw of a human magic-user
is reduced by 4, the saving throw of a human cleric is improved by 1,
and the saving throw of a non-human characters is reduced by 2.  A
feeblemind may only be removed by a heal spell from a temple.

Hold monster paralyzes up to 4 targets.  It will work on any living
creature.



THE DALELANDS AREA OF THE FORGOTTEN REALMS


APPENDICES

RANGE OF ABILITY SCORES BY RACE

ABILITY           DWARF      ELF      GNOME    HALF-ELF  HALFING  HUMAN
--------------------------------------------------------------------------
Strength (Male)   8-18(99)   3-18(75) 6-18(50) 3-18(90)  6-17     3-18(00)
Strength (Female) 8-17       3-16     6-15     3-17      6-14     3-18(50)
Intelligence      3-18       8-18     7-18     4-18      6-18     3-18
Wisdom            3-18       3-18     3-18     3-18      3-17     3-18
Dexterity         3-17       7-19     3-18     6-18      8-18     3-18
Constitution      12-19      6-18     8-18     6-18      10-19    3-18
Charisma          3-16       8-18     3-18     3-18      3-18     3-18
Minimum Ability Score-Maximum Ability Score
(xx)=maximum percentage for an 18 strength



MAXIMUM LEVEL LIMITS BY RACE, CLASS, AND PRIME REQUISITE

CLASS       ABILILTY      DWARF   ELF   GNOME   HALF-ELF  HALFING HUMAN
-------------------------------------------------------------------------
Cleric      Any           no      no    no      5         no      10*
Fighter     STR 16-       7       5     5       6         4       12*
            STR 17        8       6     5       7         5       12*
            STR 18+       9       7     6       8         no      12*
Paldin      Any           no      no    no      no        no      11*
Ranger      STR 16-       no      no    no      6         no      11*
            STR 17        no      no    no      7         no      11*
            STR 18+       no      no    no      8         no      11*
Magic-User  INT 16-       no      9     no      6         no      11*
            INT 17        no      10    no      7         no      11*
            INT 18        no      11    no      8         no      11*
Thief       Any           12*     12*   12*     12*       12*     12*

no:Characters of this race cannot be of this class.
*:Highest Level Available in CURSE OF THE AZURE BONDS. Normal AD&D
Characters have unlimited level advancement in these classes.


ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS

CLASS      MAX ARMOR     SHIELD    WEAPONS
---------------------------------------------------------------------
Cleric     any           any       club,flail, hammer, mace, staff,
                                   staff ring
Fighter    any           any       any
Paladin    any           any       any
Ranger     any           any       any
Magic-User none          none      dagger, dart, staff
Thief      leather       none      club, dagger, dart, sling, short
                                   bow, one-handed swords.


SPELL PARAMETERS LIST
This is a listing of spells available to player characters as they
gain in level. The following are abbreviations used in the list:

Cmbt=Combat only spell          r=combat rounds
Camp=Camp only spel             t=turns
Both=Camp or Combat spell       /lvl=per level of caster
T=Touch Range                   targets=aim at each target
dia=diameter                    R=Red Mage Spell
rad=radius                      W=White Mage Spell
All=All characters in combat


1ST-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA        DURATION
--------------------------------------------------------------
Bless                   Both   6        5dia         6r
Curse                   Cmbt   6        5dia         6r
Cure Light Wounds       Both   T        1            -
Cause Light Wounds      Cmbt   T        1            -
Detect Magic            Both   3        1            1t
Protection from Evil    Both   T        1            3r/lvl
Protection from Good    Both   T        1            3r/lvl
Resist Cold             Both   T        1            1t/lvl


2ND-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA        DURATION
--------------------------------------------------------------
Find Trap               Camp   3        1            3t
Hold Person             Cmbt   6        1-3 targets  4r+lvl
Resist Fire             Both   T        1            1t/lvl
Silence 15'Radius       Cmbt   12       3dia         2r/lvl
Slow Poison             Camp   T        1            1 hour/lvl
Snake Charm             Cmbt   3        All          5-8r
Spiritual Hammer        Cmbt   3        1            1r/lvl


3RD-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE   AREA          DURATION
---------------------------------------------------------------
Cure Blindness          Both    T       1            -
Cause Blindness         Cmbt    T       1            -
Cure Disease            Camp    T       1            -
Cause Disease           Cmbt    T       1            -
Dispel Magic            Cmbt    6       3x3          -
Prayer                  Both    0       3dia         1r/lvl
Remove Curse            Both    T       1
Bestow Curse            Cmbt    T       1            1t/lvl


4TH-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA    DURATION
-----------------------------------------------------------
Cure Serious Wounds     Both     T       1        -
Cause Serious Wounds    Cmbt     T       1        -
Neutralize Poison       Camp     T       1        -
Poison                  Cmbt     T       1        -
Protection from
 Evil 10' Radius        Both     T       2dia     1t/lvl
Sticks to Snakes        Cmbt     3       1        1r/lvl


5TH-LEVEL CLERICAL SPELLS

SPELL NAME              WHEN   RANGE    AREA    DURATION
-----------------------------------------------------------
Cure Critical Wounds    Both     T       1        -
Cause Critical Wounds   Cmbt     T       1        -
Dispel Evil             Both     T       1        1r/lvl
Flame Strike            Cmbt     6       1        -
Raise Dead              Camp     3       1        -
Slay Living             Cmbt     3       1        -


1ST-LEVEL DRUIDICAL SPELLS
(FOR HIGH-LEVEL RANGERS)

SPELL NAME              WHEN   RANGE    AREA    DURATION
-----------------------------------------------------------
Detect Magic            Both     0       1        12r
Entangle                Cmbt     8       4 dia    1t
Faerie Fire             Cmbt     8       8 dia    4r/lvl
Invisibility to Animals Both     T       1        1t+1r/lvl


1ST-LEVEL MAGIC-USER SPELLS

SPELL NAME            WHEN     RANGE    AREA     DURATION
-------------------------------------------------------------------
Burning Hands         Cmbt      T       1        -
Charm Person          Cmbt      12      1        -
Detect Magic          Both      0       1        2r/lvl
Enlarge               Both      .5/lvl  1        1t/lvl
Reduce                Both      .5/lvl  1        -
Friends               Camp      0       All      1r/lvl
Magic Missile         Cmbt      6+lvl   1        -
Protection from Evil  Both      T       1        2r/lvl
Protection from Good  Both      T       1        2r/lvl
Read Magic            Camp      0       1        2r/lvl
Shield                Both      0       1        5r/lvl
Shoking Grasp         Cmpt      T       1        -
Sleep                 Cmpt      3+lvl   1-16     5r/lvl


2ND-LEVEL MAGIC-USER SPELLS

SPELL NAME            WHEN     RANGE     AREA     DURATION
--------------------------------------------------------------------
Detect Invisibilty    Both     lvl       All      5r/lvl
Invisibility          Both     T         1        -
Knock                 Camp     6         lvl      -
Mirror Image          Both     0         1        2r/lvl
Ray of Enfeeblement   Cmbt     1+.25/lvl 1        1r/lvl
Stinking Cloud        Cmbt     3         2x2      1r/lvl
Strength              Camp     T         1        6t/lvl


3RD-LEVEL MAGIC-USED SPELLS

SPELL NAME            WHEN     RANGE     AREA     DURATION
------------------------------------------------------------
Blink                 Both     0         1        1r/lvl
Dispel Magic          Cmbt     12        3x3      -
Fireball              Cmbt     10+lvl    2 rad    -
Haste                 Both     6         5 dia    3r+lvl
Hold Person           Cmbt     12        1-4      2r/lvl
Invisibility 10'Rad   Both     T         2 dia    -
Lightning Bolt        Cmbt     4+1/vl    4,8      -
Protection from
Evil 10'Rad           Both     T         2 dia    2r/lvl
Protection from
Normal Missile        Both     T         1        1t/lvl
Slow                  Cmbt     9+lvl     5 dia    3r+lvl


4TH-LEVEL MAGIC-USER SPELLS

SPELL NAME              WHEN    RANGE   AREA       DURATION
-------------------------------------------------------------
Charm Monster           Cmbt    6       1+         -
Confusion               Cmbt    12      2-16,3rad  2r+1/lvl
Dimension Door          Cmbt    0       1          -
Fear                    Cmbt    0       6x3 cone   1r/lvl
Fire Shield (2 Types)   Both    0       1          2r+1/lvl
Fumble                  Cmbt    lvl     1          1r/lvl
Ice Storm (Dmg only)    Cmbt    lvl     5dia       -
Min Globe of
Invulnerability         Both    0       1          1r/lvl
Remove Curse            Both    T       1          -
Bestow Curse            Cmbt    T       1          1t/lvl


5TH-LEVEL MAGIC-USER SPELLS

SPELL NAME              WHEN         RANGE  AREA         DURATION
-------------------------------------------------------------------
Cloudkill               Cmbt         1      3x3          1r/lvl
Cone of Cold            Cmbt         0      .5/lvl cone  -
Feeblemind              Cmbt         1/lvl  1            -
Hold Monster            Cmbt         .5/lvl 1-4 targets  1r/lvl


WEAPON LIST
                                DAMAGE VS.
                  DAMAGE VS.      LARGERTHAN      NUMBER
NAME              MAN SIZED       MAN SIZED       OF HANDS  CLASS
-------------------------------------------------------------------
Axe, Hand         1-6             1-4             1         f
Bardiche+         2-8             3-12            2         f
Bastard Sword     2-8             2-16            2         f
Battleaxe         1-8             1-8             1         f
Bec de Cordin+    1-8             1-6             2         f
Bill-Guisarme+    2-8             1-10            2         f
Bo Stick          1-6             1-3             2         f
Broad Sword       2-8             2-7             1         f,th
Club              1-6             1-3             1         f,cl,th
Dagger            1-4             1-3             1         f,mu,th
Dart              1-3             1-2             1         f,mu,th
Fauchard+         1-6             1-8             2         f
Fauchard-Fork+    1-8             1-10            2         f
Flail             2-7             2-8             1         f,cl
Fork, Military+   1-8             2-8             2         f
Glaive+           1-6             1-10            2         f
Glaive,Guisame+   2-8             2-12            2         f
Guisarme+         2-8             1-8             2         f
Guisarme-Voulge+  2-8             2-8             2         f
Halberd+          1-10            2-12            2         f
Lucern Hammer+    2-8             1-6             1         f
Hammer            2-5             1-4             1         f,cl
Javelin           1-6             1-6             1         f
Jo Stick          1-6             1-4             1         f
Long Sword        1-8             1-12            1         f,th
Mace              2-7             1-6             1         f,cl
Morning Star      2-8             2-7             1         f
Partisan+         1-6             2-7             2         f
Pick, Military    2-5             1-4             1         f
Pike, Awl+        1-6             1-12            1         f
Quarterstaff      1-6             1-6             2         f,cl,mu
Ranseur+          2-8             2-8             2         f
Scimitar          1-8             1-8             1         f,th
Short Sword       1-6             1-8             1         f,th
Spear             1-6             1-8             1         f
Spetum+           2-7             2-12            2         f
Trident           2-7             3-12            1         f
Two-Handed Sword  1-10            3-18            2         f
Voulge+           2-8             2-8             2         f
Composite
Long Bow*         1-6             1-6             2         f
Composite
Short Bow*        1-6             1-6             2         f
Long Bow*         1-6             1-6             2         f
Light Crossbow#   1-4             1-4             2         f
Short Bow*        1-6             1-6             2         f,th
Sling             2-5             2-7             1         f,th
Staff Sling       2-8             3-9             2         f,cl

Notes for Weapon List:
+Polearm
*Must have ready arrows to fire. Two Attacks per round.
#Must have ready quarrels to fire. One Attack per round.
f=fighter, cl=cleric, th-thief, mu=magic-user


ARMOR LIST
                        WEIGHT                  MAXIMUM
ARMOR TYPE              IN SP           AC      MOVEMENT*
------------------------------------------------------------
None                    0               10      -
Shield,Small#           50              9       -
Leather                 50              8       12 sqaures
Padded                  100             8       9 sqaures
Studded                 200             7       9 sqaures
Ring                    250             7       9 squares
Scale                   400             6       6 squares
Chain                   300             5       9 squares
Splint                  400             4       6 squares
Banded                  350             4       9 squares
Plate                   450             3       6 squares

*A character carrying many objects, including a large number of coins,
can be limited in movement to a mazimum of 3 spuares per turn.

*A Shield subtracts 1 AC from any armor it's used with.


TABLE OF EXPERIENCE PER LEVEL

The following charts show the amount of experience a character must
earn in order to gain a level in his character class.  The charts also
list the number of spells that a character can have memorized at one
time. Fighters and Thieves can never memorize spells.

Remember that all experiences earned by a non-human, mutiple-class
character is divided by the number of classes that character has. The
experience is divided even after the character has reached his maximum
level in a particular class. A Human dual-class character only earns
experience in his second class.  The character cannot use the
abilities of his first class until his level in his second class
exceeds his level in his first class.


CLERIC
                                        NUMBER OF SPELLS
                         HIT            CLERICAL SPELL LEVEL
LEVEL EXPERIENCE         DICE           1   2   3   4   5    LEVEL TITLE
--------------------------------------------------------------------------
1     0-1,500            1d8            1   -   -   -   -    Acolyte
2     1,501-3,000        2d8            2   -   -   -   -    Adept
3     3,001-6,000        3d8            2   1   -   -   -    Priest
4     6,001-13,000       4d8            3   2   -   -   -    Curate
5     13,001-27,500      5d8            3   3   1   -   -    -
6     27,501-55,000      6d8            3   3   2   -   -    Canon
7     55,001-110,000     7d8            3   3   2   1   -    Lama
8     110,001-225,000    8d8            3   3   3   2   -    Patriarch
9     225,001-450,000    9d8            4   4   3   2   1    High Priest
10    450,001-675,000    9d8+2          4   4   3   3   2    -

*Bonus Spells For Clerics with High Wisdom Ability Score


CLERIC'S WISDOM
                    BONUS SPELLS
                    1  2  3  4  5
-----------------------------------
9-12                -  -  -  -  -
13                  +1 -  -  -  -
14                  +2 -  -  -  -
15                  +2 +1 -  -  -
16                  +2 +2 -  -  -
17                  +2 +2 +1 -  -
18                  +2 +2 +1 +1 -

Note that these bonus spells are only available when the cleric is
entitled to spells of the applicable level. Thus a 6th-level cleric
with a Wisdom of 18 can memorize the following spells:

                        NUMBER OF SPELLS PER LEVEL
                        1   2   3   4   5
------------------------------------------------------
6th-Level Cleric
with 18 Wisdom          5   5   3   -   -



FIGHTER
                            HIT
LEVEL   EXPERIENCE          DICE     LEVEL TITLE
-----------------------------------------------------
1       0-2,000             1d10     Veteran
2       2,001-4,000         2d10     Warrior
3       4,001-8,000         3d10     Swordsman
4       8,001-18,000        4d10     Hero
5       18,001-35,000       5d10     Swashbuckler
6       35,001-70,000       6b10     Myrmidon
7       70,001-125,000      7d10     Champion
8       125,001-250,000     8d10     Superhero
9       250,001-500,000     9d10     Lord
10      500,001-750,000     9d10+3   -
11      750,001-1,000,000   9d10+6   -
12      1,000,001-1,250,000 9d10+9   -



PALADIN
                                   NUMBER OF SPELLS
                          HIT
LEVEL EXPERIENCE          DICE         1    2            LEVEL TITLE
----------------------------------------------------------------------
1     0-2,750             1d10         -    -            Gallant
2     2,751-5,500         2d10         -    -            Keeper
3     5,501-12,000        3d10         -    -            Protector
4     12,001-24,000       4d10         -    -            Defender
5     24,001-45,000       5d10         -    -            Warder
6     45,001-95,000       6d10         -    -            Guardian
7     95,001-175,000      7d10         -    -            Chevalier
8     175,001-350,000     8d10         -    -            Justiciar
9     350,001-700,000     9d10         1    -            Paladin
10    700,001-1,050,000   9d10+3       2    -            -
11    1,050,001-1,400,000 9d10+6       2    1            -


RANGER
                                    NUMBER OF SPELLS
                                    DRUIDIC & MAGIC
                          HIT       USER SPELL LEVEL
LEVEL  EXPERIENCE         DICE        1    1            LEVEL TITLE
------------------------------------------------------------------------
1      0-2,250            2d8         -    -            Runner
2      2,251-4,500        3d8         -    -            Strider
3      4,501-10,000       4d8         -    -            Scout
4      10,001-20,000      5d8         -    -            Courser
5      20,001-40,000      6d8         -    -            Tracker
6      40,001-90,000      7d8         -    -            Guide
7      90,001-150,000     8d8         -    -            Pathfinder
8      150,001-225,000    9d8         1    -            Ranger
9      225,001-325,000    10d8        1    1            Ranger Knight
10     325,001-650,000    11d8        2    1            Ranger Lord
11     650,001-975,000    11d8+2      2    2            -


MAGIC-USER
                                    NUMBER OF SPELLS
                                    MAGIC-USER
                           HIT      SPELL LEVEL
LEVEL EXPERIENCE           DICE     1   2   3   4   5    LEVEL TITLE
-------------------------------------------------------------------------
1     0-2,500              1d4      1   -   -   -   -    Prestidigator
2     2,501-5,000          2d4      2   -   -   -   -    Evoker
3     5,001-10,000         3d4      2   1   -   -   -    Conjurer
4     10,001-22,500        4d4      3   2   -   -   -    Theurgist
5     22,501-40,000        5d4      4   2   1   -   -    Thaumaturgist
6     40,001-60,000        6d4      4   2   2   -   -    Magician
7     60,001-90,000        7d4      4   3   2   1   -    Enchanter
8     90,001-135,000       8d4      4   3   3   2   -    Warlock
9     135,001-250,000      9d4      4   4   3   2   1    Sorcerer
10    250,001-375,000      10d4     4   4   4   2   2    Necromancer
11    375,001-750,000      11d4     4   4   4   3   3    Wizard


THIEF
                           HIT
LEVEL EXPERIENCE           DICE          LEVEL TITLE
-------------------------------------------------------
1     0-1,250              1d6           Rogue
2     1,251-2,500          2d6           Footpad
3     2,501-5,000          3d6           Cutpurse
4     5,001-10,000         4d6           Robber
5     10,001-20,000        5d6           Burglar
6     20,001-42,500        6d6           Ficher
7     42,501-70,000        7d6           Sharper
8     70,001-110,000       8d6           Magsman
9     110,001-160,000      9d6           Thief
10    160,001-220,000      10d6          Master Thief
11    220,001-440,000      10d6+2        -
12    440,001-660,000      10d6+4        -
This website uses cookies to ensure we give you the best browsing experience. This includes cookies from third party websites. If you want to know more or if you wish to change cookie settings, please click here. If you continue browsing our website you're giving your consent to receive all cookies on this website and from third parties.