********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at pcgeek@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the ~Treasures of the Savage Frontier Rule Book~, obtained from the 1994 SSI compilation CD "Advanced Dungeons & Dragons, 9 game collectors edition by Wizard-Works", converted to HTML format by Alex Slater , converted to plain etext by Cris Berneburg, the Basic Bombardier, . The original obtained from the CD appears to be specifically targeted for an Intel PC-based platform but may still be applicable for the C64. Also, no graphics were converted, neither to description nor ascii-art format. Finally, page number references in table of contents were not converted to section numbers. TSFRB10.TXT, April 1997, etext #215# ********* Treasures of the Savage Frontier Rule Book A SAVAGE FRONTIER Fantasy Role-Playing Epic, Vol. II 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 rule book and adventurer's journal, their quality, performance, merchantability or fitness for any particular purpose. The program and game are sold " as is." The entire risk as to their quality and performance is with the buyer. In no event will SSI be liable for direct, indirect, incidental, or consequential damages resulting from any defect in the program or game even if SSI has been advised of the possibility of such damages. (Some states do not allow the exclusion or limitation of implied warranties or liability for incidental or consequential damages, so the above limitation or exclusion may not apply to you.) The enclosed software program, this Rule Book and the Adventurer's Journal are copyrighted. All rights are reserved. This Rule Book and Adventurer's Journal may not be copied, photographed, reproduced, or translated or reduced to any electrical medium or machine readable form, in whole or in part, without prior written consent from SSI. The program accompanying this Rule Book and Adventurer's Journal may be copied, by the original purchaser only, as necessary for use on the computer for which it was purchased. ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS and the TRS logo are trademarks owned by and used under license from TSR, Inc., Lake Geneva, WI, USA. (c) 1992 Strategic Simulations, Inc. All rights reserved. (c)1992 TRS, Inc. All rights reserved. WHAT TO DO IF YOU HAVE A DEFECTIVE DISK Each of our games undergoes extensive play testing prior to its release. Through this process we hope to uncover and correct any errors in programming. However, due to the complex nature of our simulations, some program errors may go undetected until after publication. In addition to errors in the program, there are occasionally problems with the disk itself. We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the problem is with the disk drive that needs servicing for alignment, speed, or cleaning. Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support Department, along with a note describing the problem you have encountered. A replacement disk will be provided upon our receipt of the defective disk. Should you uncover an error in the program, return both your game disk and any "save game" disks to our Customer Support Department. Please enclose a description of what was taking place in the game when the error occurred. Upon correction of the program error, we will return an updated disk to you. Always make sure to include your name, address, and daytime telephone number with any correspondence. We will do our best to see that any problems are corrected as soon as possible. TABLE OF CONTENTS INTRODUCTION 1 Your Game Box Should Contain 1 Transferring Characters from Secret of the Silver Blades 1 Before You Play 1 Getting Started Quickly 1 Using Menus 1 BEGINNING TO PLAY 2 Starting Options 2 Modifying Characters and Parties 2 Party Creation/Training Hall Menu 3 Non-Player Characters (NPCs) 4 Viewing Characters 4 Character Status 5 View Menu 5 Items Menu 5 ADVENTURING 6 Display Screens and Points of View 6 Adventuring Options 6 Adventure Menu 6 Encamping 7 Encamp Menu 7 Rest Menu 7 Alter Menu 7 Level Menu 8 Magic 8 Magic Menu 8 Memorize Menu 9 Scribe Menu 9 CIVILIZATION 9 Shop Menu 9 Temple Menu 10 ENCOUNTERS 10 Sample Encounter Menu 10 Combat 10 Combat Menu 10 Aim Menu 11 After Combat 12 Treasure Menu 12 Take Menu 12 INTRODUCTION Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product, TREASURES OF THE SAVAGE FRONTIER, a FORGOTTEN REALMS fantasy role-playing epic. This game is based on the rules and background created by TSR, Inc. and a story line created especially for this game. As the game opens, your party of adventurers has just won a great victory over evil Zhentarium forces at the ancient city of Ascore - a victory chronicled in the AD&D computer product, GATEWAY TO THE SAVAGE FRONTIER. But there is still trouble in the land. Far to the southeast, the dwarves of Llorkh are fighting for their lives as they launch a rebellion against their Zhentarim masters. The black-cloaked forces of evil are counterattacking fiercely as they strive to hold the last Zhentarim base in the Savage Frontier. Your Game Box Should Contain Disks Rule Book Adventurer's Journal Data Card This Rule Book is designed to explain all your options and guide you through playing the game. If you are not familiar with the ADVANCED DUNGEONS & DRAGONS game system, you find more helpful information about how things work in the Adventurer's Journal. The Adventurer's Journal contains a variety of information including details about character classes, magic, combat, and an introduction to the adventure story. The Journal also includes the maps, information, rumors, and stories that you need to play the game. As you play the game, you discover for yourself which of the tales you hear are fact and which are fiction. The Data Card explains how to start the game and how to select items and menu commands with your specific computer. Transferring Characters from GATEWAY TO THE SAVAGE FRONTIER TREASURES OF THE SAVAGE FRONTIER accepts characters who have adventured in GATEWAY TO THE SAVAGE FRONTIER. There are two ways to get characters from GATEWAY into TREASURES. The first and preferred way is to load a saved game, then select GATEWAY on the LOAD FROM command. The second way is to remove GATEWAY characters from their party, and add them to a new party by selecting GATEWAY from the ADD CHARACTER command. Before You Play There is no copy protection on your TREASURES OF THE SAVAGE FRONTIER disks, so please make backup copies and put the originals away for safekeeping. When you start the game, answer a verification questions from this Rule Book or the Adventurer's Journal before you play. Turn to the page indicated in either this Rule Book or the Adventurer's Journal, find the indicated work, type it in, and press Return or Enter. Getting Started Quickly TREASURES OF THE SAVAGE FRONTIER comes with a ready-made party that allows you to begin adventuring immediately. Use the instructions on the Data Card to load the saved game that has been provided and begin playing. Use this Rule Book to answer any questions during play. Using Menus All commands are menu based, and menus are displayed either vertically or horizontally. Vertical menus indicate a character, item, or spell to be acted upon. If there are more choices that fit on the screen at one time, use the NEXT and PREV commands to view the additional selections. Example: When purchasing items, they are highlighted on a vertical list then purchased with the BUY command. Horizontal menus list available actions. In the Rule Book, menus are shown with all of their options, although in some cases commands are not available every time a menu appears. Example: TREASURE MENU VIEW TAKE POOL SHARE DETECT EXIT The command TAKE and SHARE only appear if there is a treasure to take. The command DETECT only appears if there is a treasure and the active character has a detect magic spell available. The Rule Book only shows the general menus. Special menus appear at various times to give you all available options. The concept of the active character is central to the game. Outside of combat the active character's name is highlighted on the vertical menu. During combat the active character begins this combat segment surrounded by a cursor. If a command affects the whole party, just select the command. If the command affects a single character, make the character active and then choose the command. Example: To look at a character's items: highlight the character, then select the VIEW then ITEMS command. However, to have the entire party camp, simply select the ENCAMP command. BEGINNING TO PLAY To begin playing the game, you must load a saved game or generate characters and band them together into a party. Starting Options This first menu gives you the initial options: CREATE NEW CHARACTER is used to build a character. Detailed information about characters, races, classes, and so on is available in the Adventurer's Journal. This command displays the following menus to define the character. -PICK RACE lists the six races a player-character can be in this game. -PICK GENDER lists the sex the character can be. Gender affects the character's maximum strength. -PICK CLASS lists the class or classes the character is qualified for based on race. -PICK ALIGNMENT lists all the possible alignments for the character based on character class. After you select alignment, the computer randomly generated the character's ability scores. You can "reroll" the scores if you are not happy with them. Remember that you can use the MODIFY CHARACTER command on h Party Creation/Training Hall Menu to change the character's ability scores and hit points after the character has been generated. -NAME CHARACTER provides a 15-letter space to type in the character's name. This name is automatically saved to disk. -SELECT COMBAT ICON allows you to design the shape that represents the character in combat. Customize this icon to represent the character's favorite weapon, armor, and colors. Different computers and graphic adapters have different capabilities; experiment to create the best icon for each character. The combat icon may be altered during the game to reflect new armor or weapons using the ALTER command form the Encamp Menu. (On some computer systems the character is saved after the combat icon is finished.) -CHOOSE SPELL appears after you save the character and if you are a magic-user or multi-class magic-user. This option allows you to pick what spells the character has in his spell book. (All magic-users start with read magic.) -EXIT returns to the Party. Creation/Training Hall Menu. ADD CHARACTER TO PARTY allows you to add characters to the party from the saved game disk. A party is a group of characters composed of up to six player characters (called PCs) and up to two non-player characters (NPCs). A party should have a balanced mix of characters with different classes. For more information about building parties see the "Characters and Parties" section in the Adventurer's Journal. There is a WHERE FROM option that allows you to add characters from either TREASURES OF THE SAVAGE FRONTIER or GATEWAY TO THE SAVAGE FRONTIER. LOAD SAVED GAME permits you to resume a game that has been previously saved. The saved game provided with TREASURES OF THE SAVAGE FRONTIER can also be loaded. There is a WHERE FROM option that allows you to load saves from either TREASURES OF THE SAVAGE FRONTIER or GATEWAY TO THE SAVAGE FRONTIER. INITIALIZE MOUSE/JOYSTICK sets up the joystick or mouse. This command is only available on some computer systems. EXIT TO DOS ends play without saving the game. Modifying Characters and Parties The party Creation/Training Hall Menu shows the characters currently in your party and lists the commands for creating, modifying, and training the party. Not all of the options are available at all times. Party Creation/Training Hall Menu DROP CHARACTER eliminates a character from the party and erases him from the saved disk. A dropped character may not be recovered. MODIFY CHARACTER changes the character's ability scores, hit points, and spell books. Use MODIFY CHARACTER to change a character generated in TREASURES OF THE SAVAGE FRONTIER to match a favorite AD&D@ game character. A character cannot be modified once the adventure has begun. TRAIN CHARACTER (from Training Hall Menu only) increases a character's level when he has gained enough experience points (EXP). Choose the character to train and, if he has sufficient EXP, he can advance one level. If a character has gained enough experience to advance more than one level, he advance only one level and then loses all experience points in excess of one point below that required for advancement to the next level. See the section on Experience Points in the Adventurer's Journal for an example. Training costs 200 pp. per level advanced. Advancing in levels takes no game time. When magic-users advance, they may add a spell to their spell book. See the "maximum Level Limits by Race, Class, and Prime Requisite" chart in the Adventurer's Journal for level limits. HUMAN CHANGE CLASS (from Training Hall only) allows human characters to become a dual class. Dual class characters lose the advantages of their first class until they exceed that level in the new class. See the section on "Character Classes" in the Adventurer's Journal for more information. VIEW CHARACTER displays a character's ability scores, readied weapon and armor, and more. See the "Viewing Characters" section for more information. REMOVE CHARACTER FROM PARTY transfers a character from the party to the saved game disk. SAVE CURRENT GAME stores the current game to the saved game disk or directory. BEGIN ADVENTURING starts the game. During the game the party encounters non-player characters (NPCs). There are three kinds of NPCs: those who give information, and those who only NPCs that join the party are treated like player characters with a few differences. The computer command NPCs in battle. They also have morale. If things are going badly for the party, NPCs may run. Items can be traded to some 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 Items Menu to take his items. Only two NPCs at a time may join the party, and they may take a share of all treasures found. Viewing Characters The Character Summary Screen (below) is displayed anytime you select the VIEW command. It displays important information about a character, such as ability scores, current and maximum hit points, readied weapons and armor, and wealth. Characters accumulate wealth in the form of gems, jewelry, and coins as they go. The value of gems an jewelry varies, and can only be determined by having the items appraised in a shop. Encumbrance is the total weight (in gold pieces) the character is carrying. CHARACTER SUMMARY SCREEN Combat Movement is how many squares a character can move during a combat segment. This is based on his readied armor, strength, and total encumbrance. Character Status OKAY status means that the character has positive hit points and can move and fight normally. UNCONSCIOUS status means that the character has exactly 0 hit points. 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 or resurrection spell. The character's chance of being resurrected is influenced by his constitution. See the "Constitution Table" in the Adventurer's Journal. FLED status means that the character has fled from a battle. After the battle he rejoins the party. STONE status means that the character has been turned to stone. Return the character to normal with stone to flesh spell. GONE status means that the character has been totally destroyed. Nothing can bring the character back to life. From the View Menu, several options are available to inspect the active character. Not all these commands are available at all times. VIEW MENU ITEMS SPELLS TRADE DROP LAY CURE EXIT ITEMS displays all the equipment the character is carrying and the Items Menu. Items preceded by a YES are ready for use. Not all commands in the Items Menu are always available. ITEMS MENU READY USE TRADE DROP HALVE JOIN EXIT READY changes the status of a weapon, armor, or other item. Only readied items can be used in combat. A character cannot ready more than two hand-held items at once. Arrows and crossbow bolts are assumed to be in a quiver and can be readied at all times. Some items take both hands when readied (bows, quarter staffs, etc.), some take only on (long swords, wands, etc.), and others take no hands (rings, armor, etc.). USE activates an item. In combat the Aim Menu appears if the item can be targeted. See the Combat section for details about the Aim Menu. TRADE from the Items Menu transfers an item from on character to another. Highlight an item to trade, select TRADE, then select a character to receive the item. Remember: a conscious NPC does not give up items. DROP permanently removes items from a character. Dropped items may not be recovered. HALVE divides a bundle of like items into two bundles. For example, HALVE would turn one bundle of 42 Arrows into tow bundles of 21 each. This is handy for dividing items to distribute among party members. JOIN combines all like items into one group. No more than 255 similar items can be joined. Some items, such as potions, cannot be joined. SPELLS is a listing of the spells a character has memorized and can cast. TRADE from the View Menu transfers coins, gems, and jewelry from one character to another. Select TRADE, choose what type of money and how much to trade, then select the receiving character. DROP permanently removes money from a character. Dropped money cannot be recovered. LAY ON HANDS is a healing ability of paladins. Paladins may lay on hands and heal two hit points per level of damage a day. Select the LAY command, then select the character to be healed. This command is only displayed when a paladin has not yet used it that day. CURE is another healing ability of paladins. They may perform one cure disease per week for every 5 levels. For example, at 1st to 5th levels, a paladin may perform one, at 6th to 10th levels two, etc. This command is only displayed if the paladin has a cure available. ADVENTURING After setting up your party and reading the background information in the Adventurer's Journal, it is time to head for adventure and glory. The party engages in fierce battles, finds treasures, and sometimes has to stop, recuperate, and memorize spells for future use during adventures. Display Screens and Points of View TREASURES OF THE SAVAGE FRONTIER uses four different points of view: 3-D, Area, Wilderness, and Combat. 3-D appears in areas such as town or underground. This view appears in the top-left view window to show the surrounding area from the party's perspective. Rotate the party's facing and move using the directional controls that are described in your Data Card. Area provides an overhead view of the party's surroundings, replacing the 3-D view. Choose the AREA command from the Adventure Menu. This view is not available in all regions. A cursor in the area display shows the party's position and facing. Simply move the party with the direction controls around the area map. To the right of the point of view window, in either 3-D or Area, are the map coordinates, current time, facing direction (N, S, W, E), and what the party is doing (searching, camping, etc.). Wilderness view display a map in the top-left view window with an arrow indicating the party's current location. You get to this view when you leave a town or other developed are. Use the direction controls to move around on the map and go from location to location. Combat view occurs automatically whenever the party engages in battle. The combat screen is a detailed view of the area the party was in when the encounter began. Adventuring Options The following menu controls basic adventuring, moving, encamping, and casting spells: ADVENTURE MENU MOVE AREA CAST VIEW ENCAMP SEARCH LOOK MOVE is used to change the party's facing or to move forward. The party can turn right or left, turn around or move forward. Normal movement in 3-D or Area mode takes one minute of game time per square. If the party has Search On, each move takes ten minutes. Refer to the Data Card for computer-specific movement information. Select EXIT to return to the Adventure Menu. AREA toggles between the Area (overhead) and 3-D view. This command may not be available in some regions. CAST displays the Cast Menu if the active character is a spellcaster. See the Magic section for more information. Remember: some spells only work in combat, others only while encamped. VIEW displays the Character Summary Screen and the View Menu. ENCAMP displays the Encamp Menu. See the Encamp section for a description of the available commands. SEARCH toggles searching on and off. With Search Off, the party takes one minute per move. With Search On, the party takes 10 minutes per move because they are checking for secret doors, traps, etc. When a party has Search On, SEARCH is displayed on the screen to the right of ht point of view window. Because the party is moving very slowing with Search On, the chance for random encounters is greatly increased. LOOK is used to search an individual square. A LOOK command acts as if the party moved into the current square with Search On. Encamping The Encamp Menu includes options such as saving the game, resting to heal and memorize spells, and changing items such as game speed or party order. ENCAMP MENU SAVE VIEW MAGIC REST ALTER FIX EXIT SAVE stores the characters and current game to the save game disk or directory. Saved games may be loaded either from the Starting Menu when you start the game or from the Party Creation/Training Hall Menu. Save often - especially before and after really tough encounters. VIEW displays the View Menu and the characters screen of the active character. MAGIC is a very important part of TREASURES OF THE SAVAGE FRONTIER and is described under its own heading on page 8. REST allows characters to memorize spells and to heal naturally. When spells are being memorized, the initial rest time is established by the time necessary to memorize any spells selected with the MEMORIZE command in the Magic Menu. For every 24 uninterrupted hours of rest in camp, each wounded character regains one hit point. Rest may be interrupted by encounters. If possible, find safe places to take long rests, such as an inn or places that you are told are safe during the game. Characters can automatically rememorize the spells they have used by simply selecting REST; this saves having to make selections form the Memorize Menu. REST MENU REST DAYS HOURS MINUTES ADD SUBTRACT EXIT REST begins the resting process. Unless interrupted, the party rests for the indicated time. DAYS/HOURS/MINUTES selects the unit of time to be changed by the ADD and SUBTRACT commands. ADD/SUBTRACT increases or decreases the time that the party attempts to rest. Decreasing the time may not allow spellcasters to memorize all their spells. ALTER displays the Alter Menu that is used to change the characters in the party and the parameters of the game: ALTER MENU ORDER DROP SPEED ICON LEVEL EXIT ORDER changes how the characters are listed on the screen an how they are deployed in combat. Characters at the top of the list tend to be at the front 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. SPEED controls the rate at which messages are printed on the screen. If the game is running too slowly, use the FASTER command to speed up the displays. ICON is used to change a character's combat icon. LEVEL displays the Level Menu that permits you to adjust combat difficulty. Level Menu NOVICE SQUIRE VETERAN ADEPT CHAMPION The game is preset at the Veteran level. This is the level at which we consider the game to be "balanced." To make the combat encounters easier, choose either the Novice (easiest) or Squire level. To make the combat move difficult, choose either the Adept or Champion (hardest) level. When you choose to make the game more difficult, you are rewarded by receiving more experience points from your combat encounters. When you choose to make the game easier, you are penalized by receiving fewer experience points from your combat encounters. FIX is used to heal many wounded characters with a single command. All characters with at least first level clerical spells memorize as many healing spells as they can, cast them on the party, and then rememorize their previous spells automatically. FIX takes game time and may be interrupted by an encounter. If the party is severely damage, you may need to select FIX more than once. EXIT returns to the Adventuring Menu. MAGIC To get the Magic Menu options, the active character must be able to cast spells. Spellcasters can get a list of their memorized spells from the CAST command of the Magic Menu or from the SPELLS command of the View Menu. Magic-users can get a list of their spells on scrolls form the SCRIBE command in the Magic Menu. Spells are defined by who can cast them (cleric or magic-user), when they can be cast, and their actual effect. The Spell Parameters List in the Adventurer's Journal summarizes all of the available spells. When using spells from the Encamp Menu or the Adventure Menu (such as find traps or haste), remember that one round equals one minute of game time (one normal move) and one turn equals ten minutes of game time (ten normal moves). Look in the Adventurer's Journal for more information on spells and magic. MAGIC MENU CAST MEMORIZE SCRIBE DISPLAY REST EXIT CAST displays the Cast Menu an the character's list of memorized spells. Select the spell to cast and then indicate the target of the spell. Once the spell is cast, it is gone from memory until it is memorized again. Some spells only have an effect when cast during combat and others may only be cast while encamped. MEMORIZE displays the Memorize Menu, the character's spell book or clerical spell list, and how many spells of each level the spellcaster may memorize. Once all characters have selected the spells they want to memorize, choose the REST command to actually memorize the spells. Remember that spellcasters can have the same spell memorized multiple times, and they can automatically rememorize used spells simply by selecting the REST command. MEMORIZE MENU MEMORIZE NEXT PREV EXIT MEMORIZE selects a spell to be memorized. 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 or her mind. After selecting the spells to memorize, the computer verifies your choices. NEXT/PREV cycles through the available spells if they do not fit on one screen. SCRIBE displays the Scribe Menu and a list of all the spells on magic-user scrolls. Before spells can be scribed, they must either be identified at a shop or the magic-user cast read magic. To scribe, select any spells to be scribed into the character's spell book and select REST to actually scribe the spells. Scribing a spell takes the same amount of time as memorizing the same spell. SCRIBE MENU SCRIBE NEXT PREV EXIT SCRIBE selects a spell to transfer from a magic-user scroll into a spell book. NEXT/PREV cycles through the available spells if they do not fit on one screen. DISPLAY lists the magic that currently affects the party. This includes spells like bless or invisibility, plus effects like diseases. This is an important command because diseased characters cannot regain hit points until they have a cure disease spell cast on them. REST is identical to the Encamp Menu command. Remember: A character's spells are not memorized until he has rested the necessary time. CIVILIZATION Towns provide many valuable services and supplies for the adventurer. In these places you find inns, shops, training halls, temples, and tavern. Go to town not only to adventure, but also to purchase new equipment and magic items, rest and regain spells and hit points. Inns are safe resting places where party members can recuperate and regain spells and hit points Shops are places to buy and sell equipment using the Shop Menu: SHOP MENU BUY ITEM VIEW TAKE POOL SHARE APPRAISE EXIT BUY displays the items available in the shop. Highlight the items that the active character wants to purchase and select BUY. ITEM is a shortcut that is identical to selecting VIEW and then ITEM. VIEW displays the character screen with the SELL and ID commands available 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 charges 40 platinum pieces for the service. TAKE is use to pick up coins from the party's money pool. Select TAKE and choose the type and amount of coins, gems, or jewelry to take. POOL places all of the party members' coins, gems, and jewelry into a pool which any member may use to make purchases. Use the TAKE or SHARE commands to pick up coins, gems, and jewelry from the money pool. SHARE picks up all the coins, gems, and jewelry from the pool and distributes even shares among the party. APPRAISE determines the monetary value of any gems or jewelry the character has. Select APPRAISE, then choose a gem or item of jewelry, an appraisal and purchase offer is made. 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. Gems an jewelry cannot be used directly for purchases, they must be appraised and sold first. Temples offer healing spells and perform other clerical services. TEMPLE MENU HEAL VIEW REPAIR EXIT HEAL displays a list of the temple's healing spells. Select HEAL, choose the character on whom to cast the spell, and then the spell to be cast. VIEW is identical to the Adventure Menu command. REPAIR has the temple clerics cast all of the healing and restorative spells needed to return your party to full strength and health. EXIT returns you to the street outside the temple. Taverns 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, an encounter occurs. If the party attacks immediately, it may receive a bonus to combat initiative. If the monsters surprise the party, the monsters can attack immediately and get a bonus to their combat initiative. If the monsters do not attack immediately, the party can react by choosing from an Encounter Menu. Encounter menus vary, listing options for each situations. SAMPLE ENCOUNTER MENU COMBAT WAIT FLEE ADVANCE In this sample menu you have opportunities to fight immediately, wait and see, run away, or move forward. Combat In combat the computer chooses the active character. Characters with higher dexterity tend to go before characters with lower dexterity. A character may hold his action until later with the DELAY command. There is a more detailed description of combat in the Adventurer's Journal. The active character is centered on the screen at the start of his combat segment. The active character's name, hit points, AC, and current weapon are displayed. The Combat Menu lists the character's options. COMBAT MENU MOVE AIM USE CAST TURN GUARD QUICK DELAY BANDAGE VIEW SPEED END MOVE allows a character to move. You can attack by moving the character into an enemy's square. If the character moves away from an adjacent enemy, the enemy attacks from behind. AIM allows weapons or spells to be targeted. When aiming a ranged weapon, the range to the target is displayed above the menu bar. If a character moves adjacent to an enemy, and has no more movement remaining, the AIM command can be used to attack with a melee weapon (sword, mace, etc.). The AIM command can also be used to survey the condition of your party and enemies. As you move the aim cursor over a character or monster, information about him is displayed on the right of your screen - use this to survey the battlefield. AIM MENU NEXT PREV MANUAL TARGET CENTER EXIT NEXT is used to look at all possible targets, starting with the closest target and then going to the next farthest and so on. 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. This command is most often used to select a target for a missile or magic attack. MANUAL permits the player to aim anywhere on the map. However, only targets in h character's line of sight can actually be fired at. TARGET is used to fire a missile or spell at the enemy where the cursor is currently located. This command can also be used to attack an adjacent enemy with a melee weapon (sword, mace, etc.). If this command is not displayed, the target is out of range, not in line of sight, or invisible. CENTER centers the screen around the cursor. This is helpful when targeting manually. EXIT returns to the Combat Menu. USE allows a character to activate an item without having to go through the View Menu. Items such as scrolls and wands are then targeted with the Aim Menu. CAST is only available to spellcasters when they have spells available. The spellcaster selects from the list of available spells and then targets with the Aim Menu. If the character has been hit recently, his concentration may be broken and the CAST command does not appear. TURN is clerical power that attempts to destroy undead monsters or drive them away from the party. This does not affect the more powerful undead types and has no effect on any other kind of monsters. GUARD sets a character to stand and attack the first enemy that moves adjacent. GUARD is only an option if a character is armed with a melee weapon. QUICK turns control of the character over to the computer. Under computer control, a fighting character with a readied missile weapon tends to hand back and attack from a distance. If a character has no readied missile weapon, he readies a melee weapon and charges. Single class magic-users fire missile weapons and cast spells if magic is turned on (see your Data Card for details). They never rush into close combat, even if all of their missile attacks are expended. Consult your Data Card for instructions on regaining manual control and toggling magic on and off for your computer system. DELAY causes the character to hold his turn until after the other characters and monsters have acted. BANDAGE gives first aid to a party member who is bleeding to death. BANDAGE stops the bleeding and keeps the character from losing more hit points. VIEW displays the character screen and View Menu. The USE command appears on the Items Menu to permit items such as a wands to be used in combat. SPEED changes the game speed and is described under the ALTER command in the Encamp Menu. END quits a character's turn. After Combat When combat is over you see how many experience points each character receives and then the Treasure Menu is displayed. Most of the Treasure Menu commands work like the commands in the Shop Menu. TREASURE MENU VIEW TAKE POOL SHARE DETECT EXIT VIEW displays the character screen and View Menu. TAKE permits the active character to pick up treasure from defeated monsters. This only appears if the monsters had a treasure or the party has pooled its funds. A character carrying a large number of coins and heavy equipment may be slowed in combat. TAKE MENU ITEMS MONEY EXIT ITEMS lists the equipment in the treasure. Frequently, the weapons and armor used by monsters are not listed because they are poor quality and not worth taking. MONEY displays the number and type of coins, gems, and jewelry in the treasure. Indicate the type then number of items the active character takes. POOL places all of the party members' coins into the treasure. Use the TAKE or SHARE commands to pick up coins from the treasure. SHARE picks up the money treasure, divides it into shares, and distributes it among the party. DETECT has the active character cast a detect magic spell. Magic items in the treasure or party are marked with an '*'. This command only appears if the active character has a detect magic spell available. EXIT leaves the scene of the battle. If any treasure remains, the option to return to the Treasure Menu is displayed. ********* End of the Project 64 etext of the Treasures of the Savage Frontier Rule Book. *********