*********

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 <ajs@wave.co.nz>, converted to plain etext by
Cris Berneburg, the Basic Bombardier, <pcgeek@compuserve.com>. 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.

<IMG SRC="TSF_IM04.GIF">
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.

*********
