Curse of the Azure Bonds Rule Book

LIMITED WARRANTY

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Copyright (c) 1989 TSR, Inc.  All Rights Reserved.

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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 party has two main objectives at the beginning of the game: to equip
itself for action and to find out about the azure

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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.

-- Page 2 --

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

-- Page 3 --

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).

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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.

-- Page 5 --

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.

-- Page 6 --

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

-- Page 7 --

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

-- Page 8 --

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 quar-

-- Page 9 --

rels 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.

 -- Page 10 --

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.

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*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.

-- Page 12 --

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.

 -- Page 13 --

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

-- Page 14 --

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.

-- Page 15 --

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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.

-- Page 16 --

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

-- Page 17 --

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.

-- Page 18 --

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

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.

-- Page 19 --

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.

-- Page 20 --

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.


-- Page 21 --

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.

 -- Page 22 --

<<G:CAB_IM28.PCX:"[GRAPHIC: 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.

--23--



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
Shcoking 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

--24--


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

--25--


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        -

--27--


