JOURNAL ENTRY 41
The paper is heavily soiled, but you can make out, ...Knives
untrustworthy, cultists unreliable, wizard insane and he seems very
dangerous. Expect little reliability from the New Alliance,
especially over the bonded subject. Will need to set up our own
observation team. Per...
JOURNAL 42
The letter reads, Friend of the Harpers, we are working to provide you
with allies. We have arranged for a rather unusual harp player to
meet you in Zhentil Keep. In the village of Hap, the mage of Akabar
Bel Akash works to counter Dracandros. Finally, two excellent
warriors have been sent to the Pit to aid you. The letter is
unsigned.
JOURNAL ENTRY 43
An important man from Phlan escaped proper justice. A traitorous
Council member, named Cadorna, was raised from the dead and has flown
to Dagger Falls.
JOURNAL ENTRY 44
I am the current leader of the Swanmays, since Kith and Belinda
disappeared on the Great Glacier. We need someone to infiltrate the
Red Wizard's Tower, and we heard the Dracandros was looking for a
party bearing those symbols on your arms.
Dracandros has gathered all the Black Dragons in the area to his
tower. We need to get a special piece of one of them. If you accept
our mark you will be eligible for a share of our reward. I have
influence with several families that are guarding these caves, so I
can get you to the tower. Once there, we would be most happy if you
could get us a part of a dragon's heart, or at least get them to leave
the tower.
JOURNAL ENTRY 45
The centaurs recently had a brush with spiders and Thri-kreen. These
monsters were heading north, apparently on a treasure hunting
expedition. They were probably headed for Myth Drannor. The
Thri-kreen can avoid arrows and their phase spiders are unhittable
after they strike.
JOURNAL ENTRY 46
Most Respected Mogion of Moander,
The Red Wizard Dracandros has provided a magical sending to me,
altering me that you are planning to exterminate the subjects of our
little test. While I realize that you are among the survivors of not
only a banished god but an earlier alliance, I must protest strongly
your intention to eradicate our subjects before they are fully tested.
If you carry out this mad plot and slay our pigeons, then Dracandros,
myself and Lord T will all be forced to hunt you down and slay both
you and anything you choose to bring onto this plane. Do not doubt
that we can do so. Remember that I represent a more active power that
is still at work in this part of the Realms, and will take poorly to
your hostile actions. Once the subjects have been fully tested, then
we may slay them.
One more thing: I performed the requested research for you, and you
are wrong. It is only gauntlets, not the appearance of Moander
himself, which can devour the Pool of Radiance. This further weakens
your argument to bring "old moldy" back onto this plane.
Yours in darkness,
Lord Fzoul Chembryl of Bane,
Zhentil Keep
JOURNAL ENTRY 47
Near the city of Dagger Falls is the waterfall it was named after.
Behind it are deep caverns, abandoned until recently. New activity
suggests that a man raised from the dead has taken them over. Dark
things are beginning to awake in response.
JOURNAL ENTRY 48
You have done well, my pets. The three artifacts that can do me harm
are now in my possession. More importantly, the bonds you wear can
act as the Pool of Radiance does. With them I can transfer into any
of your bodies and use it for as long as I need to. Then, should the
body be killed, I can transfer through the bond and back to the
Pool -- or to another of your bodies. I must thank you for the great
freedom you have afforded me. Now come along and we will dispose of
those dangerous objects.
JOURNAL ENTRY 49
A Dark Journey: The four dark elves take you down a long sloping
corridor. After many hours, you have descended many miles and begin
to pass massive black mushroom forests and a few bizarrely shaped
buildings.
Finally, you reach a glowing cavern, with a large temple in the
center. The dark elves march you up into the heart of the temple. In
an onyx walled room is a perfect, silvery web. In the center of the
web is a giant black spider. The spider speaks in a raspy, hollow
voice.
Greetings. I represent the god of the dark elves. You are my
prisoners. Your choice is simple, you may be my slaves, or be my
lunch.
As you consider retreat, huge stone blocks seal the entrance. A
tittering laugh echoes through the room.
JOURNAL ENTRY 50
Olive says, Well now, aren't we a fine bunch of adventurers. My name
is Olive Ruskettle and I know a bit about those tattoos on your arms.
A pal of mine had some similar marks a while back. I wonder where she
is...
Listen, you've got to get hold of the Amulet of Lathander. There is a
man who could help you but he's been captured and is being held
prisoner inside the temple. His name is Dimswart the Sage and he
helped that friend of mine I told you about. I have a secret way into
the temple. What do you say?
JOURNAL ENTRY 51
The human you are looking for named Dimswart. He's a very good sage,
and a music lover, which is why we get along -- did you know that I
was a Bard? Yes sir, I've got my harp right here and I could sing for
you-well, maybe now is not the time. Anyway, Fzoul Chembryl has cap-
JOURNAL ENTRY 52
JOURNAL ENTRY 53
Suddenly the roof vaporizes and King Azoun, his wizard Vangerdahast
and a troop of royal guards descend into the room. One of the guards
points at your party and says, Those are the ones who tried to kill
you, your highness. The princess leaps up and stands between you and
her father. They were under the Fire Knives control, they couldn't
help themselves. Besides that, they saved me.
The king looks at you and at the princess, Well, the fact remains that
you attempted to kill me. Also it looks as though you wear more
controlling bonds. I will not slay you, but you are banished from all
Cormyr lands.
The royal guards come up and begin escorting you out. Suddenly the
far door opens and Gharri of Gond steps unsteadily into the room. As
you leave the room, you see the princess run over to him and they
embrace. Heading out of the hideout you hear the king saying,
Nacacia, time for you to accept the duties of a princess. The voices
fade.
You are taken to the outskirts of town and the guards leave. As you
decide on your next move, a horse pounds out of the gate, bearing
Gharri and Nacacia. She waves as they race north.
JOURNAL ENTRY 54
The princess has been talking with the slightly recovered leader.
With a dagger to his throat he croaks, All right, I'll release them.
He mouths a meaningless syllable and your bonds fade.
JOURNAL ENTRY 55
Your aid of one of our fellows in Tilverton was much appreciated. In
return we must warn you that Fire Knives are watching the forest roads
for you. Also the Flamed One, in the ruins of Myth Drannor seems to
be taking an interest in you. Finally, something malignant seems to
be watching the Standing Stones. Beware and Good Luck.
JOURNAL ENTRY 56
The man says, Ask me not my name, for names are but labels men apply
to that which they do not understand. I know of your bonds, and of
your struggle to free yourselves, for I helped create the first bonds
what seems now so long ago.
Your last bond, that of Tyranthraxus the Flamed One, is the most
dangerous. Whither you know it or not, you are closer to eternal
slavery now than ever, for Tyranthraxus need no longer share his power
over you with others, he can turn his full fury to making sure that
you do not ever escape.
Your only hope is to catch the flamed one by surprise and deal with
him before he can evoke the power of your bonds.
JOURNAL ENTRY 57
It is good to speak with those with confidence enough to deal. My
clan has taken this spot as a place to rest for a few mortal
lifetimes. But, the Flamed One, Tyranthraxus, has stolen our
followers and threatened my clan. His power is such that we cannot
attack his temple directly, though we hate him with great passion.
Now to our deal. You wear the Flamed Ones mark, but I have been told
you are his enemy. When you attack his temple we will bend our power
to reclaim our followers. That may weaken him enough for you to be
victorious.
JOURNAL ENTRY 58
The letter is written in a crabbed script, I have deemed the Displacer
Beasts to be too weak for my needs. You are instructed to continue
their training in the mountains near Tilverton. It would take too
many of them to lay waste to the Dalelands, but I don't want them
destroyed when the dragons begin their flight. You will be contacted
periodically with new instructions. The letter is signed with a
symbol that matches the crescent moon bond on your arm.
JOURNAL ENTRY 59
TAVERN TALES
These entries include items which adventurers might overhear while
traveling and meeting other people. During the game these entries are
referred to by number. When the game refers to a Tavern Tale read the
specific entry and place a checkmark in the box to keep track of which
entries have come up in the game. Do not read ahead to other Tavern
Tales; some tales are false, and others are important clues that are
based on when and where you read them.
Tavern Tale 1
Both the Princess and King are in town in disguise.
Tavern Tale 2
A flame wreathed giant walks the Elven Court. He only fears three
ancient artifacts. One may lie below a waterfall to the north.
Tavern Tale 3
Many soldiers think the Pit is spooky. Some have gone AWOL rather
than be put on guard duty there.
Tavern Tale 4
The city's sewer is among the more dangerous in the Dalelands.
Tavern Tale 5
Groups of red robed assassins have been patrolling the forest trails.
Tavern Tale 6
A merchant adventurer named Akabar headed south to investigate Hap. A
female adventuring group also headed in that direction.
Tavern Tale 7
With Teshwave in Zhentrim hands the river has become dangerous to
travel.
Tavern Tale 8
The Princess always has some piece of purple clothing on, that's how
to spot her.
Tavern Tale 9
Someone has passed through recently with something he was sure would
destroy the plants. He was waving a wand about.
Tavern Tale 10
There's a trap door in the altar which soldiers use to deposit all
magic items from their raids.
Tavern Tale 11
A mercenary group from the south was slain by river pirates recently.
Tavern Tale 12
With all the war going on, the rivers are getting dangerous to travel.
Dragons and beholders have been seen along the Tesh.
Tavern Tale 13
I hear there are Zhentil Keep terror teams in the area.
Tavern Tale 14
Elminster of Shadowdale passed through in disguise, heading for
Teshwave. He may be checking on the river dragons.
Tavern Tale 15
Shamblers will'smother you if they can grab you. Have to hack them to
pieces quickly.
Tavern Tale 16
Bane likes beholders. Anyone else who gets close to them will die.
Best to keep your distance. If you see more than three, then they're
probably scouts for the Mulmaster Beholder Corps-flee for your lives!
Tavern Tale 17
Plants have a tendency to walk around here. Nastiest are the
Shambling Mounds.
Tavern Tale 18
Buccaneers are raiding the Moonsea again. Ship travel is getting
dicey.
Tavern Tale 19
The city was devastated by troops from Zhentil Keep and now all the
roads are heavily patrolled.
Tavern Tale 20
Watch out for falling buildings and sink holes in the rest of the
city.
Tavern Tale 21
Creatures have been raiding the Dale from the north and west.
Tavern Tale 22
The Zhentrim mages respect only those who are as smart as they are.
Tavern Tale 23
Zhentil Keep covets the Daggerdale because its the best land in the
Realms.
Tavern Tale 24
Dragons have been seen flying overhead. They also infest waterfalls
along the river Tesh.
Tavern Tale 25
The city clerk's been depressed ever since Tyranthraxus was defeated.
She hasn't had any commissions to hand out.
Tavern Tale
Dragons have been heading south for weeks. Hopefully far to the
south.
Tavern Tale 27
Moander once crawled to the south of here, made a swath called
Moander's Road.
Tavern Tale 28
Two ships have been lost travelling to Shadowdale. the river's gotten
very dangerous.
Tavern Tale 29
A thief in a purple vest has been raiding the rich houses. She's
escaped with the help of a hammer-wielding cleric.
Tavern Tale 30
The Knights of Myth Drannor fear some creatures that can lure people
willingly to their deaths.
Tavern Tale 31
Halflings are all thieves.
Tavern Tale 32
Dark Elves have been passing through town. Their equipment always
radiates magic.
Tavern Tale 33
Zhentil Keep is hiring mercenaries -- or rather several factions are
each hiring their own forces. They've also had trouble from an
ex-councilman from Phlan.
Tavern Tale 34
Crazy people, with green robes, have been wandering the countryside,
especially to the south.
Tavern Tale 35
Zhentrim forces are gathering in Teshwave, perhaps they will march on
Shadowdale or Dagger Falls.
Tavern Tale 36
A friendly village of centaurs is hidden in the forests to the south.
Tavern Tale 37
King Azoun of Cormyr is hunting for his wayward daughter in Tilverton
Tavern Tale 38
I heard that Dimswart the mage has joined the Zhentrim. Who'd of
imagined it.
Tavern Tale 39
Fzoul is sending specially trained terror teams to harass Yulash. I
hear that he's looking for mercinaries for special training.
Tavern Tale 40
Its been lucky that Zhentil Keep is looking westward for expansion.
At least they're a check against Hillsfar.
Tavern Tale 41
Something huge and skeletal has found a lair to the south.
Tavern Tale 42
If you don't want to get into trouble with the Zhentil Keep soldiers,
you have to act real humble.
Tavern Tale 43
Some walls and floors are dangerously shaky after Moander's rise from
The Pit.
Tavern Tale 44
Red wizards like creatures of fire. Cold attacks are often the best
defense.
Tavern Tale 45
Cultists of Moander are starting to roam the area again.
Tavern Tale 46
The Elven Court is guarded by a force of knights. they're trying to
keep something in, not keep people out.
Tavern Tale 47
A party of insects was seen heading into the forest, heading for Myth
Drannor.
Tavern Tale 48
The Temple of Bane employs beholders to discipline their priests.
They also have an entire corps of the critters to destroy major
enemies.
Tavern Tale 49
Voonlai's been building up troops again. Glad they have rotten
commanders.
Tavern Tale 50
That crazy halfling running around here thinks she's a bard. She
sings OK but she ain't as good as Zazania Swallowtounge.
Tavern Tale 51
A black ship with a large crate came back from Mulmaster -- Bane's
highest temple. The Inquisitors are probably in town.
Tavern Tale 52
The release of Moander from the Pit was a plot by Zhentil Keep.
Tavern Tale 53
If you're polite and respectful to a Bane priest, they have to be
respectful back, not matter what they really think.
Tavern Tale 54
Dragons have been seen flying near Hillsfar. Something happening in
the south. Also creatures have been accumulating near Dagger Falls --
some ancient caverns have been reopened.
Tavern Tale 55
The Cormyr representative was preparing to leave after hearing the
king found his daughter, but he was called back because she escaped
again.
Tavern Tale 56
Green robed cultists have been seen around the Pit. They must be
pining for Old Moldy.
Tavern Tale 57
The city guard is pulling out away from the Temple. They don't want
to get caught in a crossfire.
Tavern Tale 58
Voonlar hopes to build an arena for criminals, like Zhentil Keep has.
Tavern Tale 59
A young woman with a purple sash stole the crown jewels from the ruins
of the Yulash palace. Rode though the gate and escaped with a man.
Tavern Tale 60
Huge shapes have flown over the forest, heading south.
Tavern Tale 61
The Stojanow River valley is being converted to farms again. They
pyramid is now used as part of the irrigation system.
Tavern Tale 62
The previous high priest of Gond, Gharri, was Princess Nacacia's lover
for while.
MYSTERIOUS WAND
APPENDICES
RANGE OF ABILITY SCORES BY RACE
ABILITY DWARF ELF GNOME HALF-ELF HALFING HUMAN
----------------------------------------------------------------------------
Strength (Male) 8-18(99) 3-18(75) 6-18(50) 3-18(90) 6-17 3-18(00)
Strength (Female) 8-17 3-16 6-15 3-17 6-14 3-18(50)
Intelligence 3-18 8-18 7-18 4-18 6-18 3-18
Wisdom 3-18 3-18 3-18 3-18 3-17 3-18
Dexterity 3-17 7-19 3-18 6-18 8-18 3-18
Constitution 12-19 6-18 8-18 6-18 10-19 3-18
Charisma 3-16 8-18 3-18 3-18 3-18 3-18
Minimum Ability Score-Maximum Ability Score
(xx)=maximum percentage for an 18 strength
MAXIMUM LEVEL LIMITS BY RACE, CLASS, AND PRIME REQUISITE
CLASS ABILILTY DWARF ELF GNOME HALF-ELF HALFING HUMAN
-------------------------------------------------------------------------
Cleric Any no no no 5 no 10*
Fighter STR 16- 7 5 5 6 4 12*
STR 17 8 6 5 7 5 12*
STR 18+ 9 7 6 8 no 12*
Paldin Any no no no no no 11*
Ranger STR 16- no no no 6 no 11*
STR 17 no no no 7 no 11*
STR 18+ no no no 8 no 11*
Magic-User INT 16- no 9 no 6 no 11*
INT 17 no 10 no 7 no 11*
INT 18 no 11 no 8 no 11*
Thief Any 12* 12* 12* 12* 12* 12*
no:Characters of this race cannot be of this class.
*:Highest Level Available in CURSE OF THE AZURE BONDS. Normal AD&D
Characters have unlimited level advancement in these classes.
ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS
CLASS MAX ARMOR SHIELD WEAPONS
-------------------------------------------------------------------------
Cleric any any club, flail, hammer, mace, staff,
staff ring
Fighter any any any
Paladin any any any
Ranger any any any
Magic-User none none dagger, dart, staff
Thief leather none club, dagger, dart, sling, short bow,
one-handed swords.
SPELL PARAMETERS LIST
This is a listing of spells available to player characters as they
gain in level. The following are abbreviations used in the list:
Cmbt=Combat only spell r=combat rounds
Camp=Camp only spel t=turns
Both=Camp or Combat spell /lvl=per level of caster
T=Touch Range targets=aim at each target
dia=diameter R=Red Mage Spell
rad=radius W=White Mage Spell
All=All characters in combat
1ST-LEVEL CLERICAL SPELLS
SPELL NAME WHEN RANGE AREA DURATION
--------------------------------------------------------------
Bless Both 6 5dia 6r
Curse Cmbt 6 5dia 6r
Cure Light Wounds Both T 1 -
Cause Light Wounds Cmbt T 1 -
Detect Magic Both 3 1 1t
Protection from Evil Both T 1 3r/lvl
Protection from Good Both T 1 3r/lvl
Resist Cold Both T 1 1t/lvl
2ND-LEVEL CLERICAL SPELLS
SPELL NAME WHEN RANGE AREA DURATION
--------------------------------------------------------------
Find Trap Camp 3 1 3t
Hold Person Cmbt 6 1-3 targets 4r+lvl
Resist Fire Both T 1 1t/lvl
Silence 15'Radius Cmbt 12 3dia 2r/lvl
Slow Poison Camp T 1 1 hour/lvl
Snake Charm Cmbt 3 All 5-8r
Spiritual Hammer Cmbt 3 1 1r/lvl
3RD-LEVEL CLERICAL SPELLS
SPELL NAME WHEN RANGE AREA DURATION
---------------------------------------------------------------
Cure Blindness Both T 1 -
Cause Blindness Cmbt T 1 -
Cure Disease Camp T 1 -
Cause Disease Cmbt T 1 -
Dispel Magic Cmbt 6 3x3 -
Prayer Both 0 3dia 1r/lvl
Remove Curse Both T 1
Bestow Curse Cmbt T 1 1t/lvl
4TH-LEVEL CLERICAL SPELLS
SPELL NAME WHEN RANGE AREA DURATION
-----------------------------------------------------------
Cure Serious Wounds Both T 1 -
Cause Serious Wounds Cmbt T 1 -
Neutralize Poison Camp T 1 -
Poison Cmbt T 1 -
Protection from
Evil 10' Radius Both T 2dia 1t/lvl
Sticks to Snakes Cmbt 3 1 1r/lvl
5TH-LEVEL CLERICAL SPELLS
SPELL NAME WHEN RANGE AREA DURATION
-----------------------------------------------------------
Cure Critical Wounds Both T 1 -
Cause Critical Wounds Cmbt T 1 -
Dispel Evil Both T 1 1r/lvl
Flame Strike Cmbt 6 1 -
Raise Dead Camp 3 1 -
Slay Living Cmbt 3 1 -
1ST-LEVEL DRUIDICAL SPELLS
(FOR HIGH-LEVEL RANGERS)
SPELL NAME WHEN RANGE AREA DURATION
-----------------------------------------------------------
Detect Magic Both 0 1 12r
Entangle Cmbt 8 4 dia 1t
Faerie Fire Cmbt 8 8 dia 4r/lvl
Invisibility to Animals Both T 1 1t+1r/lvl
1ST-LEVEL MAGIC-USER SPELLS
SPELL NAME WHEN RANGE AREA DURATION
-------------------------------------------------------------------
Burning Hands Cmbt T 1 -
Charm Person Cmbt 12 1 -
Detect Magic Both 0 1 2r/lvl
Enlarge Both .5/lvl 1 1t/lvl
Reduce Both .5/lvl 1 -
Friends Camp 0 All 1r/lvl
Magic Missile Cmbt 6+lvl 1 -
Protection from Evil Both T 1 2r/lvl
Protection from Good Both T 1 2r/lvl
Read Magic Camp 0 1 2r/lvl
Shield Both 0 1 5r/lvl
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
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
*** Sword 2-8 2-16 2 f
Battleaxe 1-8 1-8 1 f
Bec de Cordin+ 1-8 1-6 2 f
Bill-Guisarme+ 2-8 1-10 2 f
Bo Stick 1-6 1-3 2 f
Broad Sword 2-8 2-7 1 f,th
Club 1-6 1-3 1 f,cl,th
Dagger 1-4 1-3 1 f,mu,th
Dart 1-3 1-2 1 f,mu,th
Fauchard+ 1-6 1-8 2 f
Fauchard-Fork+ 1-8 1-10 2 f
Flail 2-7 2-8 1 f,cl
Fork, Military+ 1-8 2-8 2 f
Glaive+ 1-6 1-10 2 f
Glaive,Guisame+ 2-8 2-12 2 f
Guisarme+ 2-8 1-8 2 f
Guisarme-Voulge+ 2-8 2-8 2 f
Halberd+ 1-10 2-12 2 f
Lucern Hammer+ 2-8 1-6 1 f
Hammer 2-5 1-4 1 f,cl
Javelin 1-6 1-6 1 f
Jo Stick 1-6 1-4 1 f
Long Sword 1-8 1-12 1 f,th
Mace 2-7 1-6 1 f,cl
Morning Star 2-8 2-7 1 f
Partisan+ 1-6 2-7 2 f
Pick, Military 2-5 1-4 1 f
Pike, Awl+ 1-6 1-12 1 f
Quarterstaff 1-6 1-6 2 f,cl,mu
Ranseur+ 2-8 2-8 2 f
Scimitar 1-8 1-8 1 f,th
Short Sword 1-6 1-8 1 f,th
Spear 1-6 1-8 1 f
Spetum+ 2-7 2-12 2 f
Trident 2-7 3-12 1 f
Two-Handed Sword 1-10 3-18 2 f
Voulge+ 2-8 2-8 2 f
Composite
Long Bow* 1-6 1-6 2 f
Composite
Short Bow* 1-6 1-6 2 f
Long Bow* 1-6 1-6 2 f
Light Crossbow# 1-4 1-4 2 f
Short Bow* 1-6 1-6 2 f,th
Sling 2-5 2-7 1 f,th
Staff Sling 2-8 3-9 2 f,cl
Notes for Weapon List:
+Polearm
*Must have ready arrows to fire. Two Attacks per round.
#Must have ready quarrels to fire. One Attack per round.
f=fighter, cl=cleric, th-thief, mu=magic-user
ARMOR LIST
WEIGHT MAXIMUM
ARMOR TYPE IN SP AC MOVEMENT*
------------------------------------------------------------
None 0 10 -
Shield,Small# 50 9 -
Leather 50 8 12 squares
Padded 100 8 9 squares
Studded 200 7 9 squares
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 -
I dont think this deserves repeating