Gateway to the Savage Frontier - Rulebook
Rule Book / Tables / Data Card
Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product,
Gateway to 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.
Your party of adventurers has just finished a commision escorting a
heavily laden caravan from Citadel Abdar to the town of Yartar. With
purses full of conspiciously clinking gold, your characters spend their
first night in town feasting, listening to golden-voiced bards, and
revelling. Unfortunately the characters in your party made one too
many acquaintences that night...
In the morning the characters wake up in their room and look around in
dismay. Everything is gone except spell books and a bag of coins that
had been hidden in the room under a pillow. Armor, equipment, everything
There is no time left for pointless anger or grumbling. The party must
purchase new equipment, and find work. Find a shop and buy each
character weapons and armor. After your characters are equipped, the
party is ready to begin adventuring.
GETTING STARTED QUICKLY
GATEWAY TO 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 being playing.
Use these rules to answer any questions during play.
All commands are menu based, and the concept of the active character
is central to the game. Outside of combat the active character's name
is highlighted on the display. During combat the active character is
surrounded with a cursor at the start of his combat segment.
Generally you make a character active by selecting him from a vertical
party list. During combat the computer selects the active character
If a command affects the whole party, just select the command. If the
command affects one character, make that character active and then
choose the command.
To look at a character's items: Select the character, and select the
VIEW then ITEMS commands. To have the entire party camp, simply
select the ENCAMP command.
Menus are displayed either vertically or horizontally.
Vertical menus select the character, item, or spell to be acted upon.
If there are more choices than will fit on the screen at one time, use
the NEXT and PREV commands to view the additional selections.
When purchasing items, selections are made from a vertical list of
Horizontal menus list available icons. In the rules, menus are shown with
all of their options, although in some cases, options will not be
available every time a menu appears.
VIEW TAKE POOL SHARE DETECT EXIT
The options TAKE and SHARE will only appear if there is treasure to
take. The option DETECT will only appear if there is a treasure and
the active character has a Detect Magic spell available.
The rule book only shows the general game menus. Special menus appear
with many encounters that indicate available options.
BEGINNING TO PLAY
To begin playing the game you must load a saved game or generate
characters and band them together into a party. This first menu
gives you the initial options:
CREATE NEW CHARACTER
ADD CHARACTER TO PARTY
LOAD SAVED GAME
INITIALIZE MOUSE/JOYSTICK (Some Computer Systems)
EXIT TO DOS (Some Computer Systems)
CREATE NEW CHARACTER is used to build a character. Detailed
information about characters, races, classes and so on is available in
the Journal under Characters and Parties. This command displays the
following menus to define the character.
* PICK RACE lists the six races you can choose for a player-character.
* 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.
The computer randomly generates the character's ability scores after
you choose alignment. If you are not happy with the character's scores
you may roll them again. Remember that you can use the MODIFY CHARACTER
command on the Party Creation/Hall Menu to change the character's
ability scores and hit points (HP) after the character has been
* NAME CHARACTER provides a 15 letter space to type in the character's
name. This name will be automatically saved to disk. On some computer
systems the character is named after the abilities scores are generated,
on others the name is entered after the combat icon is selected.
* SELECT COMBAT ICON allows you to design the shape that will represent
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 using the ALTER command from the Encamp Menu.
* EXIT from any of the character creation menus returns you to the
Party Creation/Training Hall Menu.
ADD CHARACTER TO PARTY allows you to add individual characters to the
party from the saved game disk or directory. A party is a group of
characters composed of up to six player characters (called PCs) and up
to two non-player characters (called NPCs). A party should have a
balanced mix of characters with different classes. For more information
about building parties see Characters and Parties Section in the Journal.
LOAD SAVED GAME permits you to resume a previously saved game. The
saved game provided with GATEWAY TO THE SAVAGE FRONTIER can also be
MODIFYING CHARACTERS AND PARTIES
The Party Creation/Training Hall Menu shows the characters currently in
your party and lists the commands for creating and modifying the party.
Not all of the options are available at all times.
Party Creation/Training Hall Menu
CREAT NEW CHARACTER
TRAIN CHARACTER (Training Hall Only)
HUMAN CHANGE CLASS (Training Hall Only)
ADD CHARACTER TO PARTY
REMOVE CHARACTER FROM PARTY
LOAD SAVED GAME
SAVE CURRENT GAME
EXIT TO DOS (Some Computer Systems)
DROP CHARACTER eliminates a character from the party and erases him from
the saved game disk. A dropped character CANNOT be recovered.
MODIFY CHARACTER allows you to change ability scores and HP. Use to
change a character generated in GATEWAY TO THE SAVAGE EMPIRE to match the
ability scores of a favorite AD&D game character. A character cannot be
modified once he has begun adventuring
TRAIN CHARACTER (Hall only) increases a character's level when he has
gained enough experience points. Choose the character to train and if
he has sufficient XP he will be able to advance one level. If a character
has gained enough XP to advance more than one level, he will advance only
one level and lose all XP in excess of one point below that required for
advancement to the next level. See the section on Experience Points
in the Journal for an example.
Training takes no game time. When magic-users advance, they may add a
spell to their spell books. See the Maximum Level Limits by Race, Class
and Prime Requisite chart in the journal for level limits.
HUMAN CHANGE CLASS allows a human character to become a dual-class
character. Dual class characters lose the advantages of their first
class until they exceed that level in the new class. For more information
about dual class characters, look under Character Classes in the journal.
VIEW CHARACTER displays a character. For more information see the
Viewing Characters section
ADD CHARACTER TO PARTY self explanatory, and note transferring
characters presented earlier in this documentation.
REMOVE CHARACTER FROM PARTY transfers a character from the party to the
saved game disk.
LOAD SAVED GAME self explanatory
SAVE CURRENT GAME self explanatory
BEGIN ADVENTURING starts the game
EXIT TO DOS (Some computer systems)
NON-PLAYER CHARACTERS (NPCs)
During the game the party will encounter non-player (NPCs). They may
talk to the party, attack or even offer to join. There are two kinds of
NPCs: those who volunteer to join the party and those who will only give
information or fight. NPCs that join the party are treated like player
characters with a few differences.
The computer commands NPCs in battle, and they 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 concious NPCs to other
characters. If an NPC dies or is unconscious 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.
The VIEW command displays the character summary screen.
Characters have little money after being robbed at the start of the
adventure. They accumulate wealth, in the form of gems, jewelry, and
coins as they go. The values of gems and jewelry varies and can only
be determined by having the items appraised in a shop. Coins always
have the same values. Platinum coins are the most valuable while gold
and copper are more common. The relative value of each kind of coin
is as follows:
1 platinum piece (pp) = 5 gold pieces (gp) = 10 electrum pieces (ep) =
100 silver pieces (sp) = 1000 copper pieces (cp).
Encumbrance is the total weight (in gp) the character is carrying.
Combat movement is how many squares a character can move during a
combat segment. This is based on his readied armor, strength and total
OKAY status means that the character has positive HP and can move and
UNCONSCIOUS status means that the character has exactly 0 HP. He cannot
move or fight but is in no danger of dying.
DEAD status means that the character has died. Non-elf characters have
a chance of being resurrected with magic. The character's chance of
being resurrected is influenced by his constitution. See the
FLED status means that the character fled from the battle. After the
battle he will rejoin the party.
STONE status means that the character has been turned to stone. The
character can be returned to normal with a Stone to Flesh spell which is
available at any temple.
GONE status means that the character has been killed and the body lost.
Nothing can bring the character back to life.
From the View Menu several options are available to inspect the active
character. Not all of these commands are available at all times.
ITEMS SPELLS TRADE DROP HEAL CURE EXIT
ITEMS shows all the equipment the character is carrying. Items
preceded by a YES are ready for use. Not all commands in the Items
Menu are always available.
READY USE TRADE DROP HALVE JOIN SELL ID EXIT
* READY changes the status of a weapon, armor or other item. Only
readied items can be used in combat. Arrows are assumed to be in a
quiver and can be readied at all times. Some items will take both hands
when readied (bows, quarter staffs, etc.) some take only one (long
swords, wands, etc.) and others take no hands (rings, armor, etc). On
some systems there are items that can only be readied or unreadied while
in either camp or combat.
* USE activates an item. If you are using an item in combat, the Aim
Menu will appear if the item can be targeted. See the Combat section
for details about the Aim Menu.
* TRADE transfers an item from the active character to another.
Choose the character to trade to and then item or items to trade.
Remember that a conscious NPC will not give up items.
* DROP permanently removes items from a character. Dropped items
cannot be recovered.
* HALVE divides a bundle of some item into two bundles. For example,
HALVE would turn one bundle of 42 arrows into two bundles of 21 arrows
each. This is handy for dividing items to distribute among party
* JOIN combines all similar items into one line. No more than 255
similar can be joined on one line. Many items, such as potions, cannot
* SELL is described under the Shop Menu.
* ID is described under the Shop Menu.
SPELLS lists all of the spells a character has memorized and can cast.
TRADE is used to transfer money, gems and jewelry from one character to
another. Indicate which character is to receive, and then indicate what
and how much is traded to the other character.
DROP permanently removes money from a character. Dropped money my
not be recovered.
HEAL (Paladin only) is an ability of paladins. Paladins may heal
two HP (per level) of damage each day. Select the HEAL command, then
the character to be healed. This command is only displayed when a
paladin has healing available.
CURE (Paladin Only) is another ability of the paladins identical to
the clerical spell Cure Disease. A paladin may cure once per week at
levels 1-5, twice 6-8. This option is only displayed if the paladin
has a cure available.
After setting up your party and reading the background information in
the Adventurer's Journal, it is time to head for adventure, fame, and
glory. Your adventuring party will engage in fierce battles and find
treasures. Sometimes they have to stop, heal wounds and memorize spells
for future use.
Display Screens and Points of View
Gateway to the Savage Frontier uses four different points of view: 3-D,
Area, Wilderness and Combat.
3-D appears in towns and underground. The view appears at the top left
of your screen and shows the surrounding area from the partie's perspec-
tive. Rotate the party's facing and move using the directional controls.
The direction controlls are described on the 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.
In the area display a cursor shows the party's position. On some computer
systems the cursor is an arrow that indicates current party facing. On
some computer systems you may move around while in the area view, on
others this view is only to help you get your bearings.
To the right of the point of the 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 displays a map in the view window with a cursor indicating
that party's current location. You get to view this when you leave a
town or other developed area. Use the cursor keys 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 are the party is in when the
The following menus control most adventuring options:
MOVE AREA CAST VIEW ENCAMP SEARCH LOOK
MOVE places you in a mode where you use the direction controls to move
and turn your party. Normally, each move forward takes one minute of
game time. If the party has Search on, each move takes ten minutes.
Select the EXIT to return to the Adventure Menu from movement.
AREA toggles between the area and 3-D view. In many regions this
command is not available.
CAST displays the Cast Menu if the active character is a spell-caster.
See the Magic section for more information. Some spells only have an
effect in combat.
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. A party moving with search off is
moving at a normal rate of 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 will be displayed on the
screen to the right of the point of view window. Because the party is
moving very slowly with search on, the chance for random encounters is
LOOK is used to search an individual square and takes ten minutes of
game time (like moving while searching).
The Encamp Menu includes options such as saving the game, resting to
heal and memorize spells and altering items such as game speed or party
SAVE VIEW MAGIC REST ALTER FIX EXIT
SAVE stores the characters and current game to the saved game disk or
directory. Save often - especially after surviving really tough
VIEW displays Character Summary Screen for the active character.
MAGIC is a very important part of GATEWAY TO THE SAVAGE FRONTIER and is
described under its own heading.
REST allows characters to memorize spells and to heal naturally.
Characters catch their normal sleep without having to encamp. Spell-
casters can automatically re-memorize any spells they have cast simply
by selecting REST. To choose new spells for memorizing, or make initial
selections, use the MAGIC and the MEMORIZE options. When spells are
being memorized, the initial rest time is established by the number and
level of spells selected to memorize. For every 24 uninterrupted hours
of rest in camp, each wounded character regains one HP. Rest can 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
REST DAYS HOURS MINUTES ADD SUBTRACT EXIT
* REST begins resting process. Unless interrupted, the party will rest
for the indicated time.
* DAYS/HOURS/MINUTES selects the unit of time to be changed by ADD and
SUBTRACT options. Not available on all computer systems
* ADD/SUBTRACT increases or decreases the time that the party will
attempt to rest. Decreasing the time may not allow spellcasters to
memorize all of their spells.
ALTER is used to change the characters in the party and the parameters
of the game.
ORDER DROP SPEED ICON LEVEL EXIT
* ORDER changes how the characters are listed on the screen and how
they are deployed in combat. Characters at the top of the list tend to
be at the front line in combat.
* DROP eliminates a character from the party and erases him from the
saved game disk. A dropped character is gone forever and cannot be
* SPEED controls the rate at which messages are printed non the screen.
If the game messages are displayed to slow, use the FASTER command and
* ICON is used to change a character's combat icon.
* LEVEL permits you to adjust combat difficulty. After choosing LEVEL,
you will see the following menu.
NOVICE SQUIRE VETERAN ADEPT CHAMPION EXIT
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 more 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 you combat encounters.
When you choose to make the game easier, you are penalized by
receiving fewer experience points from your combat encounters.
Receiving fewer experience points will slow the rate at which your
characters advance levels. Advancing at a slower rate will give
you less powerful characters which, in the long run, may more than
offset the benefits of playing at an "easy" level.
FIX is used to heal many wounded characters with a single command.
All characters with the cure spells will memorize as many 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. FIX will not return HP to diseased characters; a Cure
Disease spell must first be cast upon them.
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 option of the Magic Menu or from the SPELLS option of the View
Menu. They can get a list of their spells on scrolls from the SCRIBE
option of the Magic Menu.
Spells are defined by who can cast them (cleric or magic-user), when they
can be cast, and their range, duration, area of effect, and, of course,
their actual effect. The Spell Parameters List in the journal summarizes
all of the available spells. When using spells from the Encamp Menu or
the Adventure Menu (such as Find Traps), 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). For more information about magic
and the effects of spells look in the journal.
CAST MEMORIZE SCRIBE DISPLAY REST EXIT
CAST displays the Cast Menu and the character's list of memorized
spells. Select the spell to cast and then indicate the target of the
Once a spell is cast it is gone from memory until it is memorized
again. Some spells only work during combat and others only while
MEMORIZE displays the Memorize Menu, the character's book of spells or
clerical spell list and how many spells of each level the spell-caster
may memorize. Once all characters have selected the spells they want to
memorize, choose the REST command to actually memorize the spells.
Remember that a spell-caster can have the same spell memorized
multiple times and can automatically re-memorize any spells they have
cast simply by selecting the REST or FIX command.
MEMORIZE NEXT PREV EXIT
* MEMORIZE selects a spell to be memorized. A spell is not actually
memorized until the character has rested long enough to imprint the
spell on his mind. The computer will ask to verify your choices when
you are done.
* NEXT/PREV cycles through available spells if they do not fit one
SCRIBE displays the Scribe Menu and a list of all of the spells
available on magic-user scrolls. Before spells can be scribed, they must
either be identified in a shop or temple, or the magic-user must have cast
Read Magic on them. Select any spells to be scribed into the
character's spell book. Once all characters have indicated the spells
they want to scribe, choose the REST command to actually scribe the
spells. Scribing a spell takes the same amount of time as memorizing
the same spell.
SCRIBE NEXT PREV EXIT
* SCRIBE selects a spell to scribe from a scroll to a spell book.
* NEXT/PREV cycles trough available spells if they do not fit on one
DISPLAY lists the magic that currently affects the party. This
includes spells like Bless or Invisibility plus effects like disease.
This is an important command because diseased characters will not regain
HP until they have a Cure Disease spell cast on them. Also if the party
is carrying certain magical items they will be displayed here - these
items are needed to complete the game.
REST displays the Rest Menu referred to in the Encamp section.
Remember: A character's spells are not memorized until he has rested the
Towns provide many valuable services and supplies for the adventurer.
In these places you will find inns, shops, training halls, temples,
and taverns. Go to town not only to adventure, but also to purchase
new equipment and magic items, hire healing services, and rest to
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.
BUY ITEM VIEW TAKE POOL SHARE APPRAISE EXIT
BUY displays the items available in the shop. Select the item that
the active character will buy.
ITEM is a shortcut that is identical to selecing VIEA and then ITEM.
VIEW displays the Character Summary Screen with the SELL and ID
commands available in the Items Menu.
* Sell indicates you wish the shopkeeper to make an offer on the
highlighted item. Sold items may not be recovered.
* ID is used to identify an item. Shops charge 100 steel pieces for
TAKE is used to pick up coins, gems or jewelry from the
party's money pool. Indicate what and how much the character will take.
POOL places all of the party member's steel pieces, gems and jewelry
into a pool from which any member may make purchases. Use the TAKE or
SHARE commands to pick up the pool.
SHARE picks up everything from the pool and distributes even shares
among the party.
APPRAISE is available in temples or shops to find the monetary
value of gems or jewelry. Choose a gem or item of jewelry and an
appraisal and purchase offer will be made. Accept the offer and the
item is sold. Reject the offer and the gem or piece or jewelry becomes
an item on the character's item list.
Temples offer healing spells and perform other clerical services. The
commands on the Temple Menu are the same as those on the Shop Menu with
the addition of the HEAL command.
HEAL VIEW TAKE POOL SHARE APPRAISE EXIT
HEAL displays a list of the temple's healing spells. Select the
character on whom to cast the spell and then the spell to be cast.
There are costs for the temple services.
The tavern is a rowdy place full of gossip, stories and information.
Buy a round of drinks and listen to the stories.
Vaults store money and equipment for you. There are vaults in Yartar,
Silverymoon and Neverwinter, although only the one in Yartar is open
at the start of the game. See your data card for details.
Many towns in the Savage Frontier are built where rivers cross important
overland trade routes. These towns all have Boat Rental Shops where you
can rent a boat that will take you to another town. Upon arrival in a
new town you will land in another rental shop where they will refund your
When travelling through the wilderness on a boat, you must stay on the
river. The computer will ask if you want to abandon your boat if you
try to move off the river. Uattended boats are quickly stolen and lost
TRAVELLING ON THE TRACKLESS SEA
The company of the Brazen Pennant offers passenger service between Luskan
and islands in the Trackless Sea, including Gunderlun and Tuern. Their
dock is located in the northwest area of Luskan and they charge for their
On some of the islands, you may also be able to find other boats that will
take the party to different destinations in the Trackless Sea.
When a party comes across monsters or NPCs, an encounter occurs. If
the party attacks immediately, it may receive a bonus to its initiative
in combat. If foes surprise the party they can attack immediately and
get a bonus to their initiative. If the foes do no attack immediately,
the party can react by choosing from an Encounter Menu. Encounter menus
vary and list options for each situation.
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.
In combat the computer chooses the active character. Characters with
higher dexterity will tend to go before characters with lower dexterity.
A character may hold his action until later with the DELAY command.
There is more information about combat in the Journal.
The active character is centered on the screen at the start of his
combat segment. The active character's name, HP, AC and readied weapon
is displayed. The Combat Menu lists the character's options.
MOVE AIM USE CAST TURN GUARD QUICK DELAY BANDAGE VIEW SPEED END
MOVE allows a character to move. Attack by moving the character into
an enemy's square. If the character moves away from an adjacent enemy,
the enemy gets a free attack at the character's back.
AIM allows weapons or spells to be targeted. When aiming a ranged
weapon, the range to the target will be displayed above the menu bar on
some systems. 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 foe, information about him will be displayed
on the right of your screen.
NEXT PREV MANUAL TARGET CENTER EXIT
* NEXT is used to look at all possible targets, starting with the
closest target then going to the next farthest and so on. NEXT and PREV
only indicates 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 with the farthest target and
working back toward the character. This command is often used to select
a target for a missile or magic attack.
* MANUAL permits the player to aim anywhere on the map. Only targets
in the character's line of sight can actually be fired at.
* TARGET is used to fire a missile or spell at the cursor square. This
command can also be used to attack an adjacent enemy with a melee weapon
(sword, mace, etc). This option is not displayed if 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. This option is not available on all computer
* USE allows a character to activate an item without having to go
through the View Menu. Items such as scrolls and wands may then be
targeted with the Aim Menu.
* CAST is only available to spell-casters with spells available. The
spell-caster selects from the list of available spells and then targets
with the Aim Menu. If the character has been hit, his concentration may
be broken and the CAST option will not appear.
TURN is a clerical power that attempts to destroy undead monsters or
drive them away from the party. This will not affect the more powerful
undead types and has no effect on any other kind of monster.
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
QUICK turns control of the character over to the computer. Under
computer control, a fighting character with a readied missile weapon
will tend to hang back and attack from a distance. If the character has
not readied missile weapon, he will ready a melee weapon and charge.
Single class mages will fire missile weapons and cast spells if magic is
turned on. They will never rush into close combat, even if all of their
missile attacks are expended.
Characters remain under the computer control for all subsequent
combats until manual control is again selected. When a spell-caster is
on quick, you may toggle his spell casting on and off.
DELAY causes the character to hold his turn until after the other
characters and monsters have acted.
BANDAGE only appears if a party member is bleeding to death. Use this
option to stop the bleeding and keep the character from dying.
VIEW displays the Character Summary Screen for the active character.
The USE command appears on the Items Menu to use magic items such as
wands in combat.
SPEED changes the game speed and is described under the ALTER command in
the Encamp Menu.
END quits a character's turn.
When combat is over you will see how many experience points each
character receives and then the Treasure Menu is displayed if the foes
had treasure. Most of the Treasure Menu commands work like the commands
in the Temple and Shops Menus.
VIEW TAKE POOL SHARE DETECT EXIT
VIEW displays the Character Summary Screen and View Menu.
TAKE permits the active character to pick up treasure from defeated
opponents. This will only appear if the foes had a treasure or the
party pooled its funds. Remember: a character carrying a large number
of steel pieces and heavy equipment can be slowed in combat.
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 amount of money the active character
POOL drops all of the party members' coins, gems, and jewelry
into the treasure. Use the TAKE or SHARE command to pick up the pooled
SHARE picks up everything from the treasure pool and distributes
even shares among the party.
DETECT casts a Detect Magic spell from the current active character.
Magic items in the treasure will be marked with a '+' or an '*'. This
option will only appear if the active character has a Detect Magic spell
EXIT leaves the scene of the battle. If any treasure remains, the
option to return to the Treasure Menu is displayed.