Race/Class Possibilities Drow Half Half Class Human Elf Elf Elf Orc Orc Dwarf Gnome Halfling Fighter • • • • • • • • • Monk • • • • Paladin • • • • • • Ranger • • • • • • • Thief • • • • • • • • • Magic-User • • • • • • Cleric • • • • • • • Enchanter • • • • • • Minimum Attributes by Class * Class Strength Intelligence Wisdom Dexterity Constitution Karma Fighter 9 — 6 6 7 6 Monk 15 6 15 15 11 6 Paladin 12 9 13 6 9 17 Ranger 13 13 14 6 14 6 Thief 6 6 _ 9 _ _ Magic User _ 9 6 6 _ 6 Cleric 6 6 9 _ _ 6 Enchanter _ 9 6 6 _ 6 Minimum Attributes by Race * Race Strength Intelligence Wisdom Dexterity Constitution Karma Human 6 _ _ _ 5 _ Drow Elf _ 8 _ 7 5 8 Elf _ 8 _ 7 5 8 Orc 9 _ _ _ 15 _ Halfling 6 6 _ 8 10 _ Gnome 6 7 _ _ 8 _ Dwarf 8 _ _ _ 12 _ Half-Elf 5 4 _ _ 5 _ Half-Orc 6 _ _ _ 13 _ * ( All other bonuses or penalties apply after these minimums. ) Stamina Table Class Initial Per Level *Max Bonus Fighter 1 - 10 1 - 10 Unlimited Paladin 1 - 10 1 - 10 Unlimited Ranger 2 - 16 1 - 8 Unlimited Monk 2 - 12 1 - 6 Unlimited Thief 1 - 6 1 - 6 3 Magic User 1 - 4 1 - 4 2 Cleric 1 - 8 1 - 8 3 Enchanter 1 - 4 1 - 4 2 * PCs receive one point of stamina for each point of constitution over 15 in addition to that shown above. Example: PCs with a 16 constitution receive +1 stamina per level. PCs with a 17 constitution receive +2 stamina per level, etc... Base Special Action Values Base values by class in percent.* Action Fighter Monk Paladin Ranger Thief M-User Cleric Enchanter Backstab . . . . 2 . . . Bars/Gate/Door 12 10 10 10 . . 10 . Climb Wall 6 5 6 6 8 2 5 3 Critical Hit 5 3 3 3 . . . . Detect Secret 1 2 3 5 15 5 5 10 Detect Trap 2 3 2 10 20 3 2 5 Disarm Trap . 5 . . 15 . . . Hear Noise 5 6 5 7 12 5 4 5 Hide In Shadows 3 3 . 8 20 . . . Move Silently 3 10 3 10 25 10 3 4 Pick Lock . 10 . . 25 . . . Pick Pocket . 10 . . 30 . . . Read Scroll*** NA NA 100 NA -15 100 100 100 * Notes on special abilities. Only PC classes that show a base value in the above chart are capable of performing the task in question. Those classes that show NIL (.) are not capable of said task and any modifiers in the following charts do not apply to said class. *** Thieves are capable of reading magic-user scrolls only. They are NOT capable of creating scrolls. For each experience level of the thief beyond first level they gain a 5% chance to read a magic-user's scroll. If a thief fails to read a scroll the magic of the scroll is lost and it becomes worthless. Special Action Modifiers *Strength Modifier Action 3 4 5 6 7 17 18 19 20 21 Backstab -5 -4 -3 -2 -1 1 2 3 4 5 Bars/Gate/Door -75 -60 -45 -30 -15 5 10 15 20 25 Climb Wall -75 -60 -45 -30 -15 5 10 15 20 25 Critical Hit -5 -4 -3 -2 -1 1 2 3 4 5 Disarm Trap -10 -8 -6 -4 -2 2 4 6 8 10 Hide In Shadows -5 -4 -3 -2 -1 1 2 3 4 5 Move Silently -5 -4 -3 -2 -1 1 2 3 4 5 *Dexterity Modifier Action 3 4 5 6 7 17 18 19 20 Backstab -5 -4 -3 -2 -1 1 2 3 4 Climb Wall -20 -15 -10 -5 -2 5 8 11 15 Disarm Trap -25 -20 -15 -10 -5 5 10 15 20 Hide In Shadows -12 -8 -6 -4 -2 2 4 6 8 Move Silently -10 -8 -6 -4 -2 5 10 15 20 Pick Lock -25 -20 -15 -10 -5 5 10 15 20 Pick Pocket -25 -20 -15 -10 -5 5 10 15 20 *Race Modifier Drow Half Half Action Human Elf Elf Orc Halfling Gnome Dwarf Elf Orc Backstab . +2 +2 -2 +2 -3 -4 +1 -1 Climb Wall . +5 . +3 . +4 +5 . +2 Detect Secret . +10 +10 -5 +5 +5 +15 +2 -2 Detect Trap . +5 -3 +8 +3 . . . +4 Disarm Trap . +2 -5 +5 +1 . . . +2 Hear Noise . . . +10 . . . . +5 Hide In Shadows . +15 -10 +10 . +5 +5 -5 +5 Move Silently . +5 +5 -5 +10 -3 -5 +2 -2 Pick Lock . +3 +3 -5 +10 -3 -5 +1 -2 Pick Pocket . -10 +3 -15 +15 . . +10 -3 Resurrect** 85% 75% 75% 90% 80% 90% 95% 80% 90% ** Base chance. The actual chance is increased 1% for each point of constitution of the PC. *Adjustments apply only to initial attribute scores. Magically altered attributes will not award additional bonuses or penalties. Saving Adjustments For Race In % Drow Half Half Save Vs. Human Elf Elf Orc Halfling Gnome Dwarf Elf Orc Charm . +25 +25 +45 -10 -5 . . . Heat . . . . +5 +5 . . . Cold . -5 -10 . +5 +5 . +10 +10 Electric . . . . . . -10 -10 . Chemical . -5 . . +5 +5 +15 +5 . Mental . . . . -10 -5 . +10 -5 Magic . . . . -5 . +10 +5 +5 Special . . . . . . . . . Character Gender Whether a PC is male or female will affect the following attributes: Males: +1 to Strength, -1 to Dexterity Females: -1 to Strength, +1 to Dexterity These factors are applied in addition to attribute adjustments due to racial heritage. Advancement Charts Fighters Level Experience Required Title Level 1........... 0 Veteran Level 2...........2,000 Warrior Level 3...........2,000 Swordsman Level 4...........4,000 Hero Level 5..........10,000 Swashbuckler Level 6..........17,000 Myrmidon Level 7..........35,000 Champion Level 8..........55,000 Superhero Level 9.........125,000 Cavalier Level 10........125,000 Lieutenant Knight Level 11........250,000 Knight Level 12........250,000 Master Knight Level 13........250,000 Lordling Level 14........250,000 Lord Level 15........250,000 Master Lord Level 16........250,000 Kingly Lord Level 17........250,000 Kingly Lord (with one star) Level 18........250,000 Kingly Lord (with two stars etc...) Rangers Level Experience Required Title Level 1........... 0 Runner Level 2...........2,250 Strider Level 3...........2,250 Scout Level 4...........5,500 Courser Level 5..........10,000 Tracker Level 6..........20,000 Guide Level 7..........50,000 Pathfinder Level 8..........75,000 Pathfinder Level 9.........125,000 Ranger Knight Level 10........250,000 Ranger Champion Level 11........325,000 Ranger Lord Level 12........325,000 Master Ranger Level 13........325,000 Grand Ranger Level 14........325,000 Supreme Ranger Level 15........325,000 Supreme Ranger (with one Arrow) Level 16........325,000 Supreme Ranger (with two Arrows...etc.) Paladins Level Experience Required Title Level 1........... 0 Gallant Level 2...........2,750 Keeper Level 3...........2,750 Protector Level 4...........6,500 Defender Level 5..........12,000 Warder Level 6..........21,000 Guardian Level 7..........50,000 Chevalier Level 8..........80,000 Justiciar Level 9.........175,000 Paladin Level 10........350,000 Paladin Knight Level 11........350,000 Paladin Lord Level 12........350,000 Holy Paladin Level 13........350,000 Holy Paladin (with one cross) Level 14........350,000 Holy Paladin (with two crosss etc...) Monks Level Experience Required Title Level 1........... 0 Novice Level 2...........2,250 Initiate Level 3...........2,500 Brother Level 4...........5,250 Disciple Level 5..........12,500 Immaculate Level 6..........25,000 Master Level 7..........50,000 Superior Master Level 8.........100,000 Master of Dragons Level 9.........150,000 Master, North Wind Level 10........150,000 Master, West Wind Level 11........200,000 Master, South Wind Level 12........250,000 Master, East Wind Level 13........300,000 Master of Winter Level 14........300,000 Master of Autumn Level 15........300,000 Master of Summer Level 16........300,000 Master of Spring Level 17........300,000 Master of Flowers Level 18........300,000 Master of Flowers (One blossom) Level 19........300,000 Master of Flowers (Two blossoms etc...) Thieves Level Experience Required Title Level 1........... 0 Rogue Level 2...........1,250 Footpad Level 3...........2,250 Cutpurse Level 4...........4,500 Robber Level 5...........8,000 Burglar Level 6..........12,000 Cat Burglar Level 7..........22,500 Sneak Level 8..........35,000 Master Sneak Level 9..........50,000 Filcher Level 10.........75,000 Master Filcher Level 11........100,000 Sharper Level 12........150,000 Master Sharper Level 13........200,000 Thief Level 14........200,000 Master Thief Level 15........200,000 Master Thief (With one dagger etc...) Magic-Users Level Experience Required Title Level 1........... 0 Prestidigitator Level 2...........2,500 Evoker Level 3...........3,500 Conjurer Level 4...........7,500 Theurgist Level 5..........15,500 Thaumaturgist Level 6..........22,000 Magician Level 7..........55,000 Master Magician Level 8..........80,000 Warlock Level 9.........110,000 Crowned Warlock Level 10........150,000 Sorcerer Level 11........250,000 Necromancer Level 12........300,000 Wizards Apprentice Level 13........375,000 Wizards Assistant Level 14........375,000 Wizard Level 15........375,000 Superior Wizard (White Robe) Level 16........375,000 Superior Wizard (Grey Robe) Level 17........375,000 Superior Wizard (Black Robe etc...) Clerics Level Experience Required Title Level 1........... 0 Acolyte Level 2...........1,500 Adept Level 3...........1,500 Priest Level 4...........3,000 Curate Level 5...........7,000 Perfect Level 6..........14,500 Canon Level 7..........27,500 Lama Level 8..........55,000 Patriarch Level 9.........100,000 Bishop Level 10........150,000 Arch Bishop Level 11........200,000 Cardinal Level 12........250,000 Chief Cardinal Level 13........250,000 High Priest Level 14........250,000 Arch Priest Level 15........250,000 Superior Priest Enchanters Level Experience Required Title Level 1........... 0 Aspirant Level 2...........2,500 Ovate Level 3...........3,500 Dabbler Level 4...........7,500 Cabalist Level 5..........15,500 Visionist Level 6..........22,000 Spellbinder Level 7..........55,000 Seer Level 8..........80,000 Initiate Level 9.........110,000 Chief Initiate Level 10........150,000 Master of Initiates Level 11........250,000 Mage Level 12........300,000 Arch Mage Level 13........375,000 Arch Mage (One crystal) Level 14........375,000 Arch Mage (Two crystals etc...) Spells Known Paladins (Shown for PCs with a 16 Wisdom) Spell Level Level 1 2 3 4 5 6 7 7 12 - - - - - - 8 12 - - - - - - 9 12 - - - - - - 10 12 12 - - - - - 11 12 12 - - - - - 12 12 12 - - - - - 13 12 12 12 - - - - 14 12 12 12 - - - - 15 12 12 12 - - - - 16 (Max) 12 12 12 12 - - - PCs with a Wisdom above 16 learn @: with 17 Wisdom as one experience level higher than shown. with 18 Wisdom as two experience levels higher than shown. etc...... Magic-Users & Enchanters (Shown for PCs with a 16 Intelligence) Spell Level Level 1 2 3 4 5 6 7 1 1 - - - - - - 2 2 - - - - - - 3 3 1 - - - - - 4 4 2 - - - - - 5 5 3 1 - - - - 6 6 4 2 - - - - 7 7 5 3 1 - - - 8 8 6 4 1 - - - 9 9 7 5 2 1 - - 10 10 8 6 3 1 - - 11 11 9 7 3 2 1 - 12 12 9 8 4 3 2 - 13 12 10 8 4 3 2 1 14 12 10 9 5 4 3 1 15 12 11 9 5 4 3 2 16 12 11 9 6 5 4 2 17 12 11 10 6 5 4 3 18 12 12 10 7 6 5 3 19 12 12 11 7 6 5 4 20 12 12 11 8 6 6 4 21 12 12 11 8 7 6 5 22 12 12 11 9 7 7 5 23 12 12 11 9 8 7 6 24 12 12 12 10 8 8 6 25 12 12 12 10 9 9 7 26 12 12 12 11 9 9 8 27 12 12 12 11 10 10 9 28 12 12 12 12 10 10 10 29 12 12 12 12 11 11 11 30 12 12 12 12 12 12 12 PCs with an Intelligence above 16 learn @: with 17 Intelligence as one experience level higher than shown. with 18 Intelligence as two experience levels higher than shown. etc...... Clerics (Shown for PCs with a 16 Wisdom) Spell Level Level 1 2 3 4 5 6 7 1 12 - - - - - - 2 12 - - - - - - 3 12 - - - - - - 4 12 12 - - - - - 5 12 12 - - - - - 6 12 12 - - - - - 7 12 12 12 - - - - 8 12 12 12 - - - - 9 12 12 12 - - - - 10 12 12 12 12 - - - 11 12 12 12 12 - - - 12 12 12 12 12 - - - 13 12 12 12 12 12 - - 14 12 12 12 12 12 - - 15 12 12 12 12 12 - - 16 12 12 12 12 12 12 - 17 12 12 12 12 12 12 - 18 12 12 12 12 12 12 - 19 12 12 12 12 12 12 12 PCs with a Wisdom above 16 learn @: with 17 Wisdom as one experience level higher than shown. with 18 Wisdom as two experience levels higher than shown. etc... Strength Modification Table To Hit Damage Strength Adjustment Adjustment 3 -20% -1 4 -15% -1 5 -10% 0 6 -5% 0 . 0% 0 . 0% 0 . 0% 0 16 +5% +1 17 +5% +2 18 +10% +3 19* +10% +4 20* +15% +5 21* +15% +6 22* +20% +7 23* +20% +8 24* +25% +9 25* +25% +10 *Only Fighters, Rangers and Paladins will receive any bonuses for Strengths over 18. Armor Category Adjustments For Dexterity Dexterity *Armor Category Adjustment 1 +5 2 +4 3 +3 4 +2 5 +1 : 0 15 -1 16 -2 17 -3 18 -4 19 -5 20 -6 21 -7 22* -8 * Will continue to reduce armor category by one per point of dexterity over 22. Attacks Per Round LEVEL MONK FIGHTER RANGER PALADIN 1 1/1 1/1 1/1 1/1 2 1/1 1/1 1/1 1/1 3 1/1 1/1 1/1 1/1 4 3/2 1/1 1/1 1/1 5 3/2 3/2 3/2 1/1 6 3/2 3/2 3/2 3/2 7 2/1 3/2 3/2 3/2 8 2/1 3/2 3/2 3/2 9 2/1 3/2 3/2 3/2 10 2/1 2/1 3/2 3/2 11 5/2 2/1 2/1 3/2 12 5/2 2/1 2/1 2/1 13 5/2 2/1 2/1 2/1 14 5/2 2/1 2/1 2/1 15 3/1 5/2 2/1 2/1 16 3/1 5/2 2/1 2/1 17 3/1 5/2 5/2 2/1 18 3/1 5/2 5/2 5/2 19 7/2 5/2 5/2 5/2 20 7/2 3/1 5/2 5/2 21 7/2 3/1 5/2 5/2 22 7/2 3/1 3/1 5/2 23 4/1 3/1 3/1 5/2 24 4/1 3/1 3/1 3/1 Armor Category Adjustments For Base Armor Types Armor Type Armor Category Adjustment Robe -1 Padded -2 Leather -3 Chain -5 Banded -7 Plate -9 Gloves -1 Helm -1 *Cap 0 Shield -2 Cloak -1 Gauntlets -1 Boots -1 * Caps do not provide sufficient protection by themselves to reduce a PCs armor category, however, many of these items are enchanted to reduce the armor category of the wearer. Weapon Damage Table This listing includes only NON-magical and NON-unique weapons. Many weapons you will find will be of a magical sort and will do varying amounts of damage. ** These weapons have two attacks per round. Both attacks are at the same target. i.e. Throwing Stars have 2 attacks at 1 - 4 per each combat strike. Damage vs. Damage vs. Permitted Missile Weapons Small/Medium Large #HANDS Class Bow 1 - 6 1 - 6 2 F,R,T Throwing Axe 1 - 6 1 - 6 1 F,R,MO,T Throwing Dagger 1 - 4 1 - 4 1 F,R,MO,T Throwing Hammer 1 - 6 1 - 6 1 F,C ** Throwing Star 1 - 6 1 - 4 1 F,MO Damage vs. Damage vs. Permitted Melee Weapons Small/Medium Large #HANDS Class Axe, Battle 1 - 12 1 - 12 2 F,P Axe, Pike 1 - 12 1 - 18 2 F,P Axe, Stone 1 - 7 1 - 7 1 F,P Axe, War 1 - 8 1 - 8 1 F,P,R,MO Club 1 - 6 1 - 6 1 F,P,R,C Dagger 1 - 4 1 - 3 1 F,P,R,T,MO,M,E Dart 1 - 2 1 - 2 1 F,R,MO,T,M,E Flail 1 - 8 1 - 6 1 F,P,R,C Halberd 1 - 14 1 - 16 2 F,P Hammer, Battle 1 - 8 1 - 8 1 F,P,C Hammer, Stone 1 - 7 1 - 5 1 F,P,C Hammer, War 1 - 8 1 - 6 1 F,P Jo Stick 1 - 6 1 - 6 2 F,MO Mace 1 - 6 1 - 6 1 F,P,R,C Morning Star 1 - 8 1 - 8 1 F,P,R Nunchucka 1 - 6 1 - 4 1 F,MO,T Spear 1 - 8 1 - 8 2 F,P,R,MO Staff 1 - 6 1 - 6 2 ALL Staff, Quarter 1 - 5 1 - 5 2 ALL Sword, Broad 1 - 8 1 - 10 1 F,P,R Sword, Long 1 - 10 1 - 12 1 F,P,R Sword, Scimitar 1 - 8 1 - 8 1 F,P,R,MO,T,E Sword, Tip 1 - 12 1 - 10 1 F,P,R,MO Sword, Two-Handed 1 - 12 1 - 18 2 F,P Sword, Short 1 - 6 1 - 8 1 F,P,R,MO,T,E Turning Probability for Clerics and Paladins. Actually, this is more of a formula than a table. Chance of turning = 30% + 10% X Level of caster - 5% X Monster Level. This chance applies to each and every undead involved in the battle. If the PC is successful the undead creature will be destroyed. If the PC does a particularly good job at turning, the undead creature will not be destroyed, but actually TURNED. This means the undead will change allegiance, and will now fight on behalf of the cleric or paladin, instead of against them. Level of Monster *Level of Cleric 1 2 3 4 5 6 7 8 9 10 ------------------------------------------------------------------ 1 ............. 35 30 25 20 15 10 5 Ø Ø Ø 2 ............. 45 40 35 30 25 20 15 10 5 Ø 3 ............. 55 50 45 40 35 30 25 20 15 10 4 ............. 65 60 55 50 45 40 35 30 25 20 5 ............. 75 70 65 60 55 50 45 40 30 25 6 ............. 85 80 75 70 65 60 55 50 45 35 7 ..............95 90 85 80 75 70 65 60 55 50 8 .............. ∞ ∞ 95 90 85 80 75 70 65 60 9 .............. ∞ ∞ ∞ ∞ 95 90 85 80 75 70 10 .............. ∞ ∞ ∞ ∞ ∞ ∞ 95 90 85 80 11 .............. ∞ ∞ ∞ ∞ ∞ ∞ ∞ ∞ 95 90 12 .............. ∞ ∞ ∞ ∞ ∞ ∞ ∞ ∞ ∞ ∞ By now you get the pattern, so impress us with your mathematical skills and figure the rest out. * Paladins gain the ability to turn undead when they reach the 4th level of ability. They turn as a Cleric 3 levels below their own level, so a 4th level Paladin turns as a 1st level Cleric, an 8th level Paladin turns as a 5th level Cleric etc.... To determin the experience value of an enemy you kill, destroy, slaughter or blow to pieces in general: Value of monster = Base Value + (Per Stamina x Actual Stamina Of Enemy) + (Exceptional Bonuses) Monster Base Per Level Value Stamina Exceptional Bonus -------------------------------------------------- 0 15 3 100 1 30 6 200 2 45 9 300 3 60 12 400 4 75 15 500 5 90 18 600 6 150 21 700 7 225 24 800 8 375 27 900 9 600 30 1,000 10 900 33 1,200 11 1300 36 1,400 12 1800 39 1,500 13 2300 42 1,800 14 2800 45 2,000 15 3200 50 2,400 16 3700 55 2,800 17 4200 60 3,200 18 4700 65 3,600 19 5200 70 4,000 20 5700 75 4,400 Over 20 6200 80 4,800 Exceptional Bonuses For Monsters: Special Attacks: Drain experience, Paralyze, Poison, Heat Damage, Cold Damage, Electric Damage, Chemical Damage, Mental Damage, Curse, Cause Fear, Entangle, Confuse, Drain Spell Points or Charm. Any Perminent Condition (1/2 Exceptional Bonus Each): Regeneration, Protection From 1st Level Spells, Bless etc.... Capable Of Using Missile Weapons + 100 Exp Magic Resistance Greater Than 15% + Exceptional Magic Resistance Greater Than 35% + 2 x Exceptional Capable Of Casting Magic + 500 Exp Armor Catagory Less Than 0 + 500 Exp More Than 3 Attacks/Round + 500 Exp Magical Weapon To Hit + 500 x Needed Plus Bonus To Hit Enemy/Damage + 350 x Bonus A couple of examples: A 6th level master thief with 46 stamina, 5% magic resistance, armed with throwing daggers and has a 0 plus to hit/damage: Base for 6th level monster = 150 Base per stamina = 21 Therefore 21 x 46 = 966 Capable of missle Weapons = + 100 Total Exp = 150 + 966 + 100 = 1216 exp A 9th level demon with 74 stamina, 20% magic resistance, regenerates 3 stamina/round, pPerminantly protected against 1st level spells, mental attacks and absorbs energy, can cast magic and has 4 attacks/round, requires +2 weapon or better to hit and has a +4 to hit and to damage on attacks: (Tough guy!) Base for 9th level monster = 600 Base per stamina = 30 Therefore 30 x 74 = 2220 Capable of casting magic + 500 exp Perminent conditions = 0.5 x exceptional x 3 conditions = 1500 4 attacks/round = 500 exp Magical To Hit = 2 x 500 = 1000 To hit/damage bonus = 4 x 350 = 1400 20% Magic resistance = 500 Total Exp = 600 + 2220 + 500 + 1500 + 500 + 1000 + 1400 + 500 = 8220 exp NOTE: Keep in mind that all experience as calculated above is base. If you began the adventure at a difficulty rating other than NORMAL or had higher or lower numbers of character levels you may earn higher or lower experience. This is to take into account the difficulty level of play. The harder your setting, the more experience you will earn.