* 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...)
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.
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)
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
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.