Appendix of Tables Table 1.0 Race / Caste Possibilities (Part I) Shadow Half Half Caste Human Elf Elf Elf Orc Orc Dwarf Gnome Furfoot Goblin Fighter • • • • • • • • • • Monk • • • • Crusader • • • • • • • Archer • • • • • • • • Rogue • • • • • • • • • • Sorcerer • • • • • • Priest • • • • • • • • Enchanter • • • • • • Evoker • • • • Cardinal • • • Cabalist • • • • • Berzerker • • • • • • Bard • • • • Fencer • • • • • • • Marksman • • • • • • • • Assassin • • • • • • • Dabbler • • • • • • • • • • Battle Mage • • • • • • Warlock • • • • • • Table 1.0.1 Race / Caste Possibilities (Part II) Hob Lizard Lepre- Caste Goblin Kobold Vampire Man Brownie Pixie chaun Demon Cathoon Fighter • • • • • • • Monk • • • • Crusader • Archer • • • • • • • Rogue • • • • • • • • • Sorcerer • • • • • • • Priest • • Enchanter • • • • • • Evoker • • • • Cardinal • • Cabalist • • • • Berzerker • • • • Bard • • • • • Fencer • • • • • • • Marksman • • • • • Assassin • • • • • Dabbler • • • • • • Battle Mage • • • Warlock • • • • Table 1.1 Attribute Minimum / Maximum by Caste Caste Brawn Knowledge Judgment Agility Vitality_ __Luck Fighter 8/25 4/19 4/20 5/25 6/25 3/25 Monk 14/22 5/20 14/23 14/25 10/25 3/25 Crusader 11/23 8/22 12/25 5/23 8/25 3/25 Archer 12/22 6/22 7/22 14/25 8/25 3/25 Rogue 5/20 5/23 4/20 12/25 5/23 8/25 Sorcerer 4/10 8/25 5/25 5/24 5/20 3/25 Priest 5/23 5/23 8/25 4/22 5/24 3/25 Enchanter 4/19 8/25 5/25 5/25 5/19 3/25 Evoker 4/18 12/23 6/25 8/23 5/20 3/25 Cardinal 5/19 7/25 14/25 4/20 5/22 3/25 Cabalist 4/20 13/25 6/24 5/21 5/22 3/25 Berzerker 11/24 4/18 4/18 7/23 9/23 3/25 Bard 7/22 8/23 8/23 9/25 5/21 8/25 Fencer 12/23 5/21 6/21 16/25 8/23 3/25 Marksman 11/23 6/22 7/22 12/25 13/23 3/25 Assassin 5/23 9/20 14/22 16/25 5/23 3/25 Dabbler 10/23 11/23 13/23 7/21 8/24 3/25 Battle Mage 12/23 12/23 14/23 9/23 10/23 3/25 Warlock 4/18 15/25 9/24 8/20 5/20 3/25 Table 1.2 Attribute Minimum / Maximum by Race Race Brawn Knowledge Judgment Agility Vitality Luck Human 5/25 4/25 4/25 4/25 4/25 3/25 Shadow Elf 4/22 7/25 4/25 6/25 4/22 3/22 Elf 6/22 7/25 4/25 6/25 4/22 3/22 Orc 8/25 4/22 4/20 4/23 14/25 3/15 Furfoot 5/20 5/23 4/23 7/25 9/22 3/25 Gnome 5/23 11/25 4/25 3/22 7/25 3/22 Dwarf 8/25 4/24 4/25 4/22 11/25 3/25 Half Elf 4/24 3/25 4/25 4/25 4/23 3/18 Half Orc 5/25 4/22 4/23 4/24 12/24 3/18 Goblin 8/22 4/17 4/16 4/24 14/25 3/19 Hobgoblin 8/25 4/15 4/12 4/23 14/23 3/12 Kobold 5/21 5/14 4/17 11/25 13/25 3/25 Vampire 10/22 12/23 10/23 14/22 11/20 3/14 Lizard Man 11/25 4/18 4/16 4/22 14/23 3/14 Brownie 5/18 5/25 4/20 7/25 9/20 3/25 Pixie 3/15 6/25 6/25 14/25 4/14 7/25 Leprechaun 5/21 5/23 4/23 7/25 15/25 14/25 Demon 4/23 7/23 3/23 9/21 8/24 3/11 Cathoon 6/22 9/22 4/17 15/25 14/25 16/25 Table 1.3 Gender Adjustments Sex Brawn Agility Judgement Male: +1 -1 Female: -1 +1 +1 Table 1.4 Caste Stamina Table Caste Initial Per Level •Max Bonus Fighter 1 - 15 1 - 10 Unlimited Crusader 1 - 15 1 - 10 Unlimited Archer 1 - 12 1 - 10 Unlimited Monk 1 - 12 1 - 8 Unlimited Rogue 1 - 10 1 - 8 Unlimited Sorcerer 1 - 8 1 - 6 3 Priest 1 - 12 1 - 8 3 Enchanter 1 - 8 1 - 6 3 Evoker 1 - 8 1 - 4 2 Cardinal 1 - 10 1 - 6 2 Cabalist 1 - 8 1 - 4 2 Berzerker 1 - 20 1 - 8 Unlimited Bard 1 - 18 1 - 6 3 Fencer 1 - 15 1 - 8 3 Marksman 1 - 18 1 - 8 4 Assassin 1 - 10 1 - 5 2 Dabbler 1 - 12 1 - 8 4 Battle Mage 1 - 12 1 - 8 3 Warlock 1 - 8 1 - 4 1 •Characters receive one point of stamina each level for each point of Vitality over 15. This is held to a maximum as dictated by "Max Bonus" above. Example: Characters with a 16 Vitality receive +1 stamina per skill level. Characters with a 17 Vitality receive +2 stamina per skill level etc. Table 2.0 Base / Levelup Special Action Values for Caste in % Sneak Force Acrobatic Major Detect Detect Disarm Pick Caste Attack Lock Act Wound Secret Trap Trap Lock Fighter 0/0 12/3 2/0 5/1 1/0 1/0 0/0 0/0 Monk 0/0 8/2 8/4 2/1 5/0 10/0 5/0 10/0 Crusader 0/0 10/2 5/1 3/0 1/0 1/0 0/0 0/0 Archer 0/0 8/1 4/0 3/0 1/0 1/0 0/0 0/0 Rogue 2/1 0/0 6/3 0/0 15/3 8/2 5/3 5/3 Sorcerer 0/0 0/0 2/0 0/0 5/2 5/0 5/0 0/0 Priest 0/0 10/1 2/0 0/0 5/2 5/0 2/0 0/0 Enchanter 0/0 0/0 2/0 0/0 5/2 5/0 5/0 0/0 Evoker 0/0 0/0 2/0 0/0 10/1 5/0 5/0 0/0 Cardinal 0/0 0/0 2/0 0/0 10/1 5/0 3/0 0/0 Cabalist 0/0 0/0 2/0 0/0 10/1 5/0 5/0 0/0 Berzerker 0/0 15/2 6/2 8/1 1/0 1/0 0/0 0/0 Bard 10/0 0/0 10/2 0/0 25/1 20/1 15/1 20/1 Fencer 0/0 5/1 6/1 3/2 1/0 1/0 0/0 0/0 Marksman 0/0 0/0 3/1 4/0 1/0 1/0 0/0 0/0 Assassin 5/1 0/0 8/2 0/0 13/2 15/1 10/2 10/2 Dabbler 0/0 5/1 5/1 3/0 3/1 2/0 2/0 0/0 Battle Mage 0/0 5/1 5/1 3/0 3/1 2/0 5/0 0/0 Warlock 0/0 0/0 2/0 0/0 1/2 8/0 10/0 0/0 Special Action Modifiers Table 2.1 •Brawn Modifier Action 3 4 5 6 7 17 18 19 20 21 22 23 24 25 Sneak Attack -5 -4 -3 -2 -1 1 1 1 2 2 2 3 3 3 Force Lock -75 -60 -45 -30 -15 5 10 15 20 25 30 35 40 45 Acrobatic Act -75 -60 -45 -30 -15 5 10 15 20 25 30 35 40 45 Major Wound -5 -4 -3 -2 -1 1 2 3 4 5 6 7 8 9 Disarm Trap -10 -8 -6 -4 -2 2 4 6 8 10 12 14 16 18 Table 2.2 •Agility Modifier Action 3 4 5 6 7 17 18 19 20 21 22 23 24 25 Sneak Attack -5 -4 -3 -2 -1 1 1 2 2 3 3 4 4 4 Acrobatic Act -20 -15 -10 -5 -2 5 8 11 15 20 25 30 35 40 Disarm Trap -25 -20 -15 -10 -5 5 10 15 20 25 30 35 40 45 Pick Lock -25 -20 -15 -10 -5 5 10 15 20 25 30 35 40 45 •These adjustments apply only to initial attribute scores. Magically altered attributes will not award additional bonuses or penalties. All additions to these skill are awarded when a character gains a new skill level. Table 3.0 Caste Spell Casting Ability Spell Begins Maximum Maximum Spells Can Use Caste Class At Level Spell Level Castable/Round Scrollcase Fighter • • • • • Monk • • • • • Crusader Priest 7 4 1 • Archer Sorcerer 15 2 1 • Rogue Sorcerer 15 3 1 Sorcerer Sorcerer Sorcerer 1 7 2 Sorcerer Priest Priest 1 7 2 Priest Enchanter Enchanter 1 7 2 Enchanter Evoker Enchanter 1 7 3 Enchanter Cardinal Priest 1 7 3 Priest Cabalist Sorcerer 1 7 3 Sorcerer Berzerker • • • • • Bard Sorcerer 20 3 1 Sorcerer Fencer • • • • • Marksman • • • • • Assassin Sorcerer 15 3 1 Sorcerer Dabbler Enchanter 5 5 1 • Battle Mage Sorcerer 5 5 1 • Warlock Enchanter 1 7 3 Enchanter Table 5.0 Spell Selection Points Required to Learn Spells Spell Level Points Required Per Spell Learned 1 1 2 3 3 6 4 10 5 18 6 28 7 40 Figure 5.1 Determining Spell Selection Points Characters that are capable of casting spell starting at higher skill levels will not begin to accumulate spell selection points until they reach the necessary level required to cast spells. Example: Crusaders can not caste priest spells until they reach level 7. Once they reach level 7 they will begin to accumulate spell selection points as shown below. Crusader Example: For each skill level over the 6th Skill Level they receive 2 points plus 1 point for each point of Judgment over 15 plus 1 point for each skill level over the 7th. Example: A Skill Level 10 Crusader with a Judgment of 16 will have: 7th: 2 + 1 8th: 2 + 1 + 1 9th: 2 + 1 + 2 10th: 2 + 1 + 3 Total = 8 + 4 + 6 = 18 Spell Selection Points Priest Castes: Receive 3 points plus 1 point for each point of Judgment over 15 plus 1 point for each skill level past the 1st. Example: A Skill Level 4 Priest with a Judgment of 17 will have: 1st: 3 + 2 2nd: 3 + 2 + 1 3rd: 3 + 2 + 2 4th: 3 + 2 + 3 Total = 12 + 8 + 6 = 26 Spell Selection Points Sorcerer/Enchanter Castes: Receive 3 points plus 1 point for each point of Knowledge over 15 plus 1 point for each skill level past the 1st. Example: A Skill Level 4 Sorcerer or Enchanter with a Knowledge of 16 will have: 1st: 3 + 1 2nd: 3 + 1 + 1 3rd: 3 + 1 + 2 4th: 3 + 1 + 3 Total = 12 + 4 + 6 = 22 Spell Selection Points Table 6.0 Brawn Modification Table To Hit Damage* Brawn 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% +2 19 +10% +3 20 +15% +3 21 +15% +4 22 +20% +4 23 +20% +5 24 +25% +5 25 +25% +6 *Each caste begins to gain a strength bonus at a specific level to that caste and has a maximum bonus they can attain. In general, the more Warrior-like the cast is, the earlier they will get a strength bonus and the higher that bonus can go. Non warrior castes such as Warlocks may get only a limited bonus for strength. Table 7.0 Armor Rating Adjustments for Base Armor Types Armor Rating Permitted Armor Type Adjustment Caste / Race Robe +3 All Padded +6 Varies by Caste & Race Leather +9 Varies by Caste & Race Chain +15 Varies by Caste & Race Banded +21 Varies by Caste & Race Plate +27 Varies by Caste & Race Gloves, Soft +1 Varies by Caste & Race Gloves, Hard +2 Varies by Caste & Race Helm, Steel +3 Varies by Caste & Race Helm, Leather +2 Varies by Caste & Race Cap +1 All Shield +6 Varies by Caste & Race Cloak +2 All Gauntlets +2 Varies by Caste & Race Boots, Soft +1 All Boots, Hard +2 Varies by Caste & Race Table 7.1 Armor Rating Adjustments for Agility Agility Armor Rating Adjustment 15 +2 16 +4 17 +6 18 +8 19 +10 20 +12 21 +14 22 +16 23 +18 24 +20 25 +22 Table 8.0 Attacks Per Round By Caste (Still subject to race limitations) These castes gain 1/2 attack per round at the specified levels. Maximum attacks are limited by race and caste so if your race has a maximum attacks of 4 they can never have more than 4 attacks per round. Excess 1/2 attacks are carried over to the next round where they become a full attack every other round. The maximum attacks per round may be higher than is actualy gained by any particular caste as they may gain extra attacks due to the race they are. Caste Initial/Max Levels that gain 1/2 attack per round Fighter 1.0 / 6 5, 10, 15, 20, 25, 30, 35, 40 Monk 1.0 / 6 4, 7, 11, 14, 19, 23, 27, 31 Crusader 1.0 / 6 6, 12, 18, 24, 30, 36, 42, 48 Archer 1.0 / 6 5, 11, 17, 23, 29, 35, 41, 47 Rogue 1.0 / 6 4, 7, 11, 14, 19, 23, 27, 31 Sorcerer 1.0 / 2 15 Priest 1.0 / 3 10, 20 Enchanter 1.0 / 2 20 Evoker 1.5 / 3 17, 25 Cardinal 1.5 / 4 15, 25, 35, 45 Cabalist 1.5 / 3 25, 35 Berzerker 2.0 / 5 4, 8, 12, 16, 20, 24 Bard 1.5 / 5 4, 7, 10, 13, 16, 19 Fencer 2.0 / 6 4, 7, 10, 13, 16, 19, 22 Marksman 1.5 / 6 7, 14, 21, 28, 35, 42, 49, 56 Assassin 1.5 / 6 4, 7, 11, 14, 19, 23, 27, 31 Dabbler 1.0 / 4 7, 14, 21, 28, 35, 42 Battle Mage 2.0 / 3 7, 13, 19, 25, 31 Warlock 2.0 / 3 15, 25, 35, 45 Table 8.1 Initial / Maximum Attacks Per Round By Race (Still subject to caste limitations) Initial Maximum Race Attacks/Round Attacks/Round Human 1 4 Shadow Elf 1 4 Elf 1 4 Orc 1 4 Furfoot 1.5 5 Gnome 1 4 Dwarf 1 4 Half Elf 1 4 Half Orc 1 4 Goblin 1.5 5 Hobgoblin 1.5 5 Kobold 2 6 Vampire 1.5 4 Lizard Man 1 5 Brownie 2 6 Pixie 2 6 Leprechaun 1.5 6 Demon 1.5 4 Cathoon 1.5 5 Table 8.2 Initial Attacks Per Round By Caste (Still subject to race limitations) Initial Maximum Race Attacks/Round Attacks/Round Fighter 1 6 Monk 1 6 Crusader 1 6 Archer 1 6 Rogue 1 6 Sorcerer 1 2 Priest 1 3 Enchanter 1 2 Evoker 1.5 3 Cardinal 1.5 4 Cabalist 1.5 3 Berzerker 2 5 Bard 1.5 5 Fencer 2 6 Marksman 1.5 6 Assassin 1.5 6 Dabbler 1 5 Battle Mage 2 4 Warlock 2 3 Table 9.0 Weapon Damage Table Permitted Melee Weapons Damage No. HANDS Caste/Race Axe, Battle 1 - 12 2 Varies Axe, Pike 1 - 12 2 Varies Axe, Stone 1 - 7 1 Varies Axe, War 1 - 8 1 Varies Club 1 - 6 1 Varies Dagger 1 - 4 1 Varies Dart 1 - 2 1 Varies Flail 1 - 8 1 Varies Halberd 1 - 14 2 Varies Hammer, Battle 1 - 8 1 Varies Hammer, Stone 1 - 7 1 Varies Hammer, War 1 - 8 1 Varies Jo Stick 1 - 6 2 Varies Mace 1 - 6 1 Varies Morning Star 1 - 8 1 Varies Nunchaku 1 - 6 1 Varies Spear 1 - 8 2 Varies Staff 1 - 6 2 Varies Staff, Quarter 1 - 5 2 Varies Sword, Broad 1 - 8 1 Varies Sword, Long 1 - 10 1 Varies Sword, Scimitar 1 - 8 1 Varies Sword, Tip 1 - 12 1 Varies Sword, Two-Handed 1 - 12 2 Varies Sword, Short 1 - 6 1 Varies Permitted Missile Weapons Damage No. HANDS Caste/Race Bow 1 - 6 2 Varies Cross Bow 1 - 6 2 Varies Throwing Axe 1 - 6 1 Varies Throwing Dagger 1 - 4 1 Varies Throwing Hammer 1 - 6 1 Varies ••Throwing Star 1 - 6 1 Varies ••These weapons have two attacks per round. Both attacks are at the same target. i.e. Throwing Stars have 2 attacks at 1-4 each for a total of 2-8. Table 10.0 Turning Probability Actually, this is more of a formula than a table. This applies to any creature that is classified as Undead, Demon, Daemon or Devil. This can only be done by castes such as Crusader, Priest or Cardinals. Though not of a priestly nature, warlocks also gain the ability to turn undead at higher levels. If a characters ability to turn is less than 1% then they will not be presented with the option to TURN during combat. Also, Pixies and Vampires will have a small chance to turn very low level undead. This ability will not grow as they advance in levels. Chance = Characters Base Chance -5% X Monster Toughness. This chance applies to each and every creature involved in the battle. If the character is successful, the creature will be destroyed. If the character does a particularly good job at turning, the creature will not be destroyed, but actually TURNED. This means the creature will change allegiance, and will now fight on behalf of the Priest or Crusader, instead of against them.